It should be noted that if you really need to make a 'long jump' you can use drop tanks. There's multiple ways you can use them but probably the easiest is to have tanks large enough to hold the fuel for a maximum jump. Before jump you feed the fuel from the tanks to the power plant/jump drive, drop the tanks, and jump.
This method is stated in the T5 book as standard use of drop tanks. It appears that all the jump fuel is used just prior to jump and I suppose the power plant keeps the jump field energized while the ship is in jump space.
When the ship precipitates I believe there is a period where the engineer is looking over the engines and recalibrating and the navigator should probably work out the next jump at this point with the new data that can be observed but it is possible to jump again almost immediately (at some risk). Then the ship makes another jump using its normal fuel supply. Since most ships normally contain enough power plant fuel to run for a month there's no problem with the fact that two weeks were spent in consecutive jumps.
It's also possible to keep the jump tanks attached when you jump, though this will degrade jump performance. At first that may seem self defeating but as an example a Scout/Courier with 100 ton drop tanks could make 4 consecutive Jump-1's (each using 20 tons of fuel) followed by a Jump-2 using the final 20 tons. At that point the ship would have enough fuel for one more Jump-2. Total distance jumped before refueling would be 8 parsecs over 6 weeks. Ships with higher jump ratings could benefit even more.
Of course this would require the addition of at least a ton of space in the ship for pumps (and possibly more) as well as potentially requiring some extra fuel set aside to run the power plant for longer periods. Additionally there is the current problem that I don't believe there's anything listed in the rules for the cost for drop tanks, though you could possible build them as pods (which would require additional tonnage for the grapples).
Not quite the answer you were looking for, but there you go.
Oh, if you are really looking for a setup where a ship can keep jumping for extremely prolonged times without refueling look at the collector. You would drop out of jump space and then use a collector to charge up the jump drive again. They're only rated for 50 jumps but still, that's really good since they will all be full jumps. The other possibility, with a high enough TL, would be an anti-matter plant. Experimental plants become available at TL-16 so maybe you could get the Darrians to build something.
