This minor bug is quite common and easy to replicate with a few ships of any type and a Marauder level 1, or even the marauder alone, so I don't submit any screens or stuff.
The thing is, when you order your ships to phase jump, they select the nearest point of departure, head there, point their noses to the target planet and initiate a phase jump.
Ideally, when affected by Distort Gravity, the ships should calculate their current speed, acceleration and maneuverability to specify the new best place to initiate a jump; they should head more or less where they are heading (particularly when the jump point is not far) and just initiate the jump earlier.
Instead, the ships select the absolutely closest point of departure and head there, which sometimes means that they in fact attempt to make a 90 degree right turn to reach a new jump point, then turn 90 degrees left and jump then. Considering ships turn rather slow in SoaSE, you may guess than more often than not such clever blokes end up still maneuvering as distort gravity wears off, making them simply waste 10 or more seconds on crazy zigzagging.
This becomes even more retarded when a formed Fleet is ordered to phase jump and then affected by Distort Gravity.
In such a case, the whole Fleet has its jump point recalculated (every ship is given a new point of departure in a Fleet formation). Now, if the Enforcers/Kortul(s) that lead the stack are PAST their new point of departure while the last ships (the carrier cruisers) still have a few inches to them, the Enforcers are given a point of departure that is BEHIND them.
Here comes the funny part: the Enforcers COULD SIMPLY JUMP from where they were, but instead they ATTEMPT A 180 Degree turn to return to the point they just passed, rejoin the fleet formation, turn around again and THEN jump.
Surely as you can see, Distort gravity wears off a dozen times before the heavy cruisers do such a circle.
And now imagine that they could simply fly a second longer as they were flying, stop a little earlier than they previously intended (distort gravity reduces departure range) and jump. That would take 5 seconds instead of 30 that the cruisers/kortuls need to fly around like I described before.
Please make an algorythm that would somehow take the ships' (fleet's) overall maneuverability into consideration when giving them jump point coordinates. Ideally, if they are already moving, make them choose departure point that is in front of them or slightly to a side, instead of one absolutely closest to them. As to Fleet behavior, I would rather suggest the ships in the back fly a bit further to catch up with those at the front, instead having those at front do circles.