IMTU we still have them and their uses...
Currently, my crew are on an adventure which directly relates to Jump tapes..
1) the owner of the ship the players are currently on is Pilot 2 and Nav 1. As a result, he counts on picking up nav tapes largely to save him time, money and effort as well as protecting the ship and passengers from mishaps due to his lack of in-depth training.
Yes, he always completes his own plot and compares it to the tape's plot... But he does not do the primary plot if not needed and he does not have to pay for a navigator to be on-crew.
2) My players are currently involved in the attempt to salvage a ship in deep space. To prevent the crew from absconding with the ship if they can bring it back to life, the company that has hired them has provided jump tapes for all sorties out to the salvage site and back to the support port.
Jump tapes can easily be the hook that leads adventurers into a thick of the soup..
Imagine the SPA attendant on the hook for a big bet in the last GravBike tour. he gets approached to substitute this tape for a random Rhylanor to Porozlo bound free trader.
Free Trader captains cutting corners buy them instead of having navigators on staff as often as they cut other corners to make money.
So the attendant gets his bill paid off, the ship jumps to the wrong location(Deep space not far from either Porozlo or Rhylanor but not near a sun) and your players and their free trader find themselves in quite the pickle....
As always, this is an item you can use or ignore but it provides more for the imaginary GM. If you can't find a reason for something, it may be your fault and not the item's >
Marc