I just saw a picture of the galactic map in the map question thread, and that reminded me of a conversation about Honorverse military strategy I had late at night at a con many years ago, probably sometime after Ashes of Victory. The point I was making was that in the early HH books, the "island hopping" strategy that Weber was pushing was all wrong for their hyperspace mechanics.
In the early HH books, the war with Haven focused on battles for forward operating bases between the two powers. The problem is that forward operating bases only matter if they can be used as bases for interdiction, or if the combat radius of combatants is small enough they're needed for refueling/staging. In StarFire or Aurora, this works because you've got choke points at the jump points, so there's a high probability of detecting and fighting transiting bad guys. In WWII pacific, the islands were used as bases for air power. The aircraft gave the bases a significant range both for detection (search planes) and attack (bombers). In other words, the forward operating bases could at least detect ships in a significant fraction of the available (2D) space.
In the HonorVerse, however, you can go from anywhere to anywhere in hyperspace, and there are no significant fuel restrictions on range. This means that the bases will have a search radius that's effectively zero (even considering the compressing effects of hyperspace and the channeling effects of grav waves), and ships don't need to stop off to gas up. This in turn means that forward operating bases are almost useless - the correct strategy would be one of "deep strikes", where you send a large fleet/TG to lay waste to an important enemy system. It is interesting to note that in the most recent books, Weber has transitioned to deep-strike strategy, with a little bit of white-wash dialog to explain why things have changed

The reason I'm going here is that I just realized that Newtonian Aurora will produce a strategic environment that is MUCH closer to Honorverse than to SF or Aurora. If Steve doesn't want the game strategy to be a collection of deep strikes (i.e. if he wants to encourage forward bases), he'll have to think of something that makes forward bases useful and/or able to interdict enemy transits in hyperspace. The obvious knob to twirl is fuel - if it's expensive to jump vast distances then ships will have to make refueling stops (fuel scoops and gas giants, anyone?). Another possibility might be to make fuel consumption go like the square of the distance, and require that you can only exit hyperspace at a point where the gravitational gradient has a certain value, i.e. at a specific distance from a particular star. This would encourage jumps that are hops from one system to another, while still avoiding jump points that are strict choke points.
Note that I'm not invested in any of the ideas above, I'm just trying to point out some possibilities....
John