The RAW that introduced jump capacitors (LBB5.80, p42) stipulates that
during combat the only way to discharge the jump capacitors is to discharge them as a portion of power plant output (so can't stack them "on top of" power plant output levels). There is nothing indicating that jump capacitors "leak power" over time scales (combat turns, hours, days, etc.).
So if you look at it from a
different perspective ... jump capacitors contain 36 EP/turns worth of energy storage.
- 36 EP in 1 combat turns
- 1 EP in 36 combat turns
You get the idea.
From a discharge over time perspective, if combat turns are 20 minutes (LBB5.80 update to LBB2.81 combat paradigm) ... then 36 EP/turns is sufficient to output 1 EP for 12 hours from 1 ton of (fully charged at the start) jump capacitor storage.
Compare that to fusion power plant fuel ... where 1.05 tons of fuel can generate 1 EP for 21 days (using CT Beltstrike fuel formula).
12 hours (costing MCr4) versus 21 days (costing MCr0) per ton.
Not hard to figure out where the "higher density power source" is to be found, in terms of tonnage.
As for "slow over time discharge losses" in jump capacitors ... that's something that Referees can toy with to model in their campaigns as they see fit.