Simple Solution for Jumping Orky
If goal for jumpy is mad defense: Require friendly Jump Telemetry to go to system
If goal is Late game Kill power: Make Phase stabilizer module required to jump, then only jump 'real' phase lanes; making it dangerous but unable to deep strike into enemy territory (unlike real fleet ships)
Solution for more than one Orky in a single grav well: Allow it, but give the disabled Orky no shields and a timer before the systems 'reboot' after the 2 in one grav well issue is cleared, and the shields still have to rebuild at normal charge rate on reboot (this penalizes the player for doing it and should prevent the OMG 5 Orkys ready to kick my hind end in one grav well)
Additionally if a reboot timer is setup on the more than one in grav well the timer can be adjusted based on number in well, say for example 1 min per star-base, a stack of 5 bases would take 5 minutes to boot the next base after the problem is resolved. (or better some exponential multiplier)