Well, if we're going to talk jump, I like limiting it to solar poles. It keeps the outer system mysterious and inaccessible and makes free fuel from comets usually not worth the effort, plus, a defense force actually has a chance to meet an enemy before it reaches the target planet; no more jumping to Oort cloud and accelerating an iceball to -0.1 dBc crap. Gas giants are now useful again, but only if they are closer to the sun than the mainworld (or if the mainworld orbits one) and going out to outer planets and belts is expensive. Why go to another system when you can just go further out in your own system and build a space station? With helio-centric jump points, it's cheaper to go to another system than to go out into the cold depths of your own system. Plus, no worries about relative velocity; you pick up the velocity of the star you jumped to.
But as to the topic, I think the SOM was the best source of info on this, and I continue to think of it as one of the best explanations for TU, irregardless of its decanonization.
In short, the jump field hovers 1 meter above the ship's surface. If there is a hole 1 meter or more in diameter, the field intrudes on the hull. Anything that gets expeled into jumpspace is simply lost forever. There are implications that the object does not actually vanish, but since jumpspace is effectively a universe where our natural laws are not necessarily observed, those things are probably coverted into gamma rays and dumped back into our universe somewhere.
If you toss something out and then retrieve it, like your hand while still attached to you, or something attached to a lanyard, it will come back unrecognizeable, if at all. There is an adventure somewhere, I think it was a TNE adventure (probably in Challenge), in which the players are on a ship which has a misjump, and there are several "paradoxes" caused by the jumpspace intruding on the hull or something.
Proximity to jumpspace makes you insane. It is generally permanent, and very bad if exposure is worsened. Usually you die, but insanity is a way to "survive" it. There's a group of people who supposedly charter ships and sit in the hold and watch jumpspace. I think this was in Regency Guide.
But anyway, take a look at SOM if you can; it's got a lot of nifty stuff in it. Other than that, well, it's hard to say. MWM has changed his mind about this stuff so often (or just plain forgot; it happens to us all) that no one really knows what "will" happen. Maybe you can Ask Avery?