Directly related to BP or FS, or just Science Fiction in general, I think the risk of "crash jumps" is overblown (except maybe in Star Wars where stellar bodies in normal space have direct effect on ships in hyperspace).
3 things come to mind for me:
1 - As someone already pointed out, chances of hitting a physical object coming out of subspace in the vast emptiness of space is so remote it's 100% worth the risk if the trade off is you save your ship and it's 5,000+ crew. Considering there was never a mention of this even being a risk anywhere in cannon FreeSpace I don't think it's overly valid.
2 - A
smart tactic would be to calculate your jump co-ords the second you come out of subspace. Doesn't have to be for a complex jump, just a designated location away from the battle area. I find it hard to believe this would take the 20 minutes required for the drive to cool/recharge/do its makeup/whatever. Any longer than 5 minutes and I would start to question the ability of the jump computer
. This would limit the "crash jump" risks completely to equipment damage, which IMO is the most valid explanation for subspace drive recharge time. One thing I really liked about WiH is how some ships would jump out before you destroyed them, indicating a pre-calculated escape route.
3 - A crash node jump (intra-system), without proper calculation, might in theory result in the ship getting lost when it emerges from subspace. Even then, you're probably looking at 24 hours max for the ship to figure out its position. From a known jump node you have a pretty damned good idea what general area you'll end up in, so it simply becomes a matter of recognizing either local stellar bodies, or distance constellations (or both) and using them fancy numbers to determine your position in realspace. You can then calculate another jump.
I think the best explanations for "crash jumps" and time between jumps simply comes from technical limitations of the drive technology. Either because it has to recharge a bank of capacitors (and, like a battery, dumping too much energy in too fast might very well result in damage, explosion, and FIERY DEATH!), the drive has to bleed energy as heat or cool for some other reason (and jumping too soon will result in overheating the drive and slagging components), or a combination of the two.
At the end of the day, not matter how consistent you try and be, in science fiction FTL travel is almost ALWAYS used as a plot device and is subject to the needs of the story. I don't think AoA/WiH was too inconsistent. And anywhere they were, the story trade off was worth it.