CT 77 has jump capable missiles, they are unmanned (I assume, maybe they were removed from the game because they require a crewmember to be strapped to them).

You don't need a navigator on a ship less than 200t.
How boring is it going to be sitting at the jump point (as a sitting duck target waiting for pirates) for a week? Ok, possibly not boring :devil:
Ah, but the 1977 rules also specify that the pilot acts as the navigator for those smaller starships, Mike. He can fill in other jobs as needed. So there is still a navigator. Just not a dedicated navigator. The pilot does a dual job.
P 16.
The jump capable missiles for messages are indeed a big question mark, and I think you are spot on as to why they were eliminated.
I've addressed such missiles in my initial post. My take is that they are TL16+ devices, and use a form of built-in AI pilot/navigator.
The AI is a hybrid between jump cassette technology and early forms of ''strong" AI. It gets wiped by the jump, though the hardware might survive and be reprogrammable. I haven't decided on that second point.
But I also really like your crewmembers strapped to the jump torpedo idea. Did you see the Italian WW2 era two-man ''torpedo'' image to which I linked in the other thread?
I like the idea that a TL 17 or higher AI (as it appears on the TL chart in Book 3) can be designed/programmed/taught to be a starship pilot or navigator. Or steward, engineer, etc., for that matter.
Ships with AIs are not really unmanned. They are manned by AIs.
RE sitting ducks
There are several ways to go with this.
The way I read it, you need to fly past 100 diameters to set up a jump(unless you want that whopping -5 DM and a big chance of misjump). I'm not sure anything in the rules suggests you must remain at a particular point in space.
How long range are ship's sensors?
Maybe there's plenty of wiggle room. Measurements can be taken of multiple possible jump points in the general area (leaving that vague for now) but not within 100 diameters. Too much gravitational distortion, perhaps.
But, yes, remaining in real-space for a week, past 100 diameters, does mean that pirates may catch ships before jump is completed.
It also suggests space battles not set up by mutual agreement will be more common.
Navy ships can also catch pirates and enemy navy vessels before
they jump out of system.
Space patrols/navies may use q ships pretty often. Go out past 100 dees, send out false signals that make it look like you are prepping a jump, and wait for the pirates to come sniffing.
Pirates may be a serious threat. But doesn't that tend to mesh well with the encounter charts in the '77 rules?