From this I conclude that while there are ways of phase jumping while moving, these aren't simple and definitely not included in normal jump drives. Only capships and hangars (which are larger than most ships) can do it, and they use an entire ability slot for it.
You can conclude what you like from the game, but I am approaching this from a realistic point of view and applying it to sins...while it is clearly obvious when playing that ships must always stop moving before phase jumping, there is really no good explanation for this that holds up under physics...
If you assume this is because you cannot experience a changing g, well I have shown that there is absolutely no way to avoid a changing g no matter what you are doing...moons, other planets, the central star(s), other asteroids, and nearby ships will make it virtually impossible to obtain a constant gravitational acceleration regardless of what you try to do...if you can't jump out of a changing gravitational field, then even jumping away from earth with one moon would be almost impossible...try jumping from a planet with multiple moons, from the edge of an asteroid belt, or from a planet close to a binary star, and you might as well just forget you even have a jump drive...
In sins some of these factors (like moons, binary stars, etc...) are conveniently missing...nevertheless, other factors that are present (like ships and asteroids) are still statistically relevant and unavoidable even if the nearby planet is the main gravitational influencer...
Let's assume that your velocity vector must match the nearby planet before jumping...regardless of which planet you jump to, you always end up with the same velocity vector as the destination planet...this makes absolutely no sense since the two vectors will rarely if ever be the same...again, we have another situation that doesn't hold up to physics...even if you suppose that phase space travel does not mean your velocity vector will be preserved (real space and phase space don't match up, basically), we have no real physical reason to suggest that it must always match the destination planet...if portals (like stargates) were used, that would be one thing, but ships do not require any portal device at the destination...
If you are far enough away from a planet (indicated by the edge of the gravity well) to phase jump, any possible changes in g are going to be small no matter how fast you are moving...if you think these changes are significant, then all other sources of gravity I've mentioned earlier will also be significant and will render phase jumping impossible...
Supposing that phase jumping is actually possible, there is no reason supported by physics that states you need to be "standing still" relative to your nearest planet in order to phase jump...so why do ships have to stop before phase jumping? Because it makes good game balance...it is an attribute of the game that simply cannot be explained away with scientific mojo or hand waving...
Because mass (and gravity) distort space, there is at least some physical explanation for why you may need to be a certain distance away from a planet before plotting long distance jumps (this also would explain why you can only jump to other systems via star gravity wells)...however, an inaccurate jump is a lot different than being shredded to pieces as you suggest...subverters and PMs can perform phase jumps despite a constantly changing gravitational field (due to ships, debris, asteroids, etc.) and a nearby large mass...this only suggests that gravity makes jumps inaccurate, not dangerous...while the technology (since it doesn't exist) is not fully understood, there is nothing to contradict the idea (yet) that the mere presence of mass affects jump accuracy...in fact, physics seems to support the notion...
Phase Lanes would be planets moving in a way that allows the ship to pass these portals despite their movement relative to each other.
The entire concept of phase lanes as portrayed in the game is nonsensical...planets are moving in ellipses around a star, meaning that the very location and vector of the phase lane would be constantly changing...if we assume mass somehow affects phase jumping, it is reasonable to assume that such phase lanes exist in order to avoid traveling through massive entities like stars or other planets...
Basically, we reach a paradox...if phase lanes are meant to avoid mass en route, then they would constantly be changing during the course of a game...furthermore, some planets would temporarily cease to be connected as gas giants or stars came between them...if phase lanes are not dependent on mass en route, then there is absolutely no reason for them to exist--you should be able to jump between any two planets at any given time...either way, sins is not supported by physics...phase lanes exist because of the gameplay necessity to have choke points...
That phase lanes can be easily bypassed by kosturas and phase stabilizers further suggests that mass doesn't actually prevent phase jumping, it just makes it less accurate (further supported by technologies/pacts that reduce the jump radius)...
Some things (like a need to be outside a gravity well) at least have decent physical support and nothing to contradict them...other things (like phase lanes or the need to be in the same IRF as nearby masses) either don't have physical support or are directly contradicted by something else (like the fact that nearby ships/asteroids can be moving relative to you before you jump)...
Following the notion that the accuracy of phase jumping is affected by mass (or the curvature of space, or whatever), that a changing gravitational field would affect accuracy may seem like a logical jump...yet this just yields another paradox...if it does matter, then ships would rarely ever be able to jump from a gravity well due previously mentioned reasons...if it does not matter, then ships shouldn't need to be in the same IRF as a nearby planet...again, we have another gameplay mechanic justified by gameplay balance, not physics...
I for one imagine phase jumping as creating a "portal" at your location, and another one at your exit point, both having to be as still as possible relative to their host planets. Phase Lanes would be planets moving in a way that allows the ship to pass these portals despite their movement relative to each other. Phase Stabilisers work by creating a permanent, stable exit portal and providing a strong signal of its location. This is only my theory though. (I do faintly recall a line in the manual about "punching a hole into phase space" though)
Phase jumping via observation does seem to suggest the creation of a "portal" into phase space...however, no matching portal appears at the destination...ever...the ship simply appears there...therefore, since there is no need for a pair of portals, why only certain routes can be taken makes no sense unless objects of mass (stars, planets) prevent certain routes...even then, it seems reasonable that you could often take a detour in phase space "around" the "roadblock" instead of having to travel to another gravity well, in which case you could travel between any two planets (at least in the same system) regardless of what faction you are...
I'm going to go with the assumption that the accuracy of your jump is affected by mass en route as well as nearby mass...phase stabilizers, marauders, and kosturas increase accuracy due to a signal as you suggest, allowing more risky jumps...IIRC phase stabilizers on starbases don't work at stars, supporting the relation between mass and jump accuracy (though this could also be unintentional such as the SB trade port bug at stars)...however, subverters and PMs both show that jumping near a mass and in a constantly changing gravitational field is still possible and not dangerous...neither of these entities are ever destroyed accidentally when performing in-grav well jumps (PMs sometimes just fail to bypass the shield and end up doing normal damage, so even they make "safe" jumps all the time)...
Ultimately, we have a paradox in sins in regards to a changing gravitational field and phase lanes...if you don't assume some things were done entirely for gameplay purposes, then you can't conclude anything from phase jumping systems since the entire game mechanic is incoherent and contradicts itself...
For a mass reduction (x going from 0 to 1) the ratio becomes smaller, meaning the faster ship loses its advantage!
I'm going to assume by faster you mean higher thrust per unit mass ration...with that in mind, this is a very true statement but it is not what matters...what does matter is what advantage/disadvantage you gain relative to the enemy, not to your other ships with the same mass reduction...a reduction in mass should give all your ships some boost compared to the enemy, and while this may be convenient for some ships, it is really important for high value ships like caps...
My belief regarding gravity in sins has been that every gravity well applies a vector via a dot product to the ships acceleration and velocity...since ships don't naturally drift towards the planet, it would seem the gravity vector actually applies a percent change on the ship's characteristics...from both previous readings and past experience I think ships are affected differently depending on whether they are moving towards or away from the planet...however, I don't think distance from the planet center seems to matter...from a programming stand point, it is doubtful that actual laws of gravitation were due to the computation intensity of such a design...however, this doesn't mean the programmers didn't take into account mass...regardless of what actual physics states, they could have designed it so that gravity affects more massive ships differently...
Ultimately, all I really want to know is how the gravity mechanism works in sins, because if it does take into account the actual mass of the ship, that would have implications for modders aside from thrust-applying abilities like TK...
Your conclusion considering stars/gas giants is wrong, however, as you are also further away from them, meaning the gravitational acceleration could very well be equal to that around an asteroid.
This statement just confuses me...sure, in theory from a macro point of view you can always find some radii for any two gravity wells that will give you the same g, but I don't see why this matters...
Your ships can be anywhere in the gravity well except inside the planet itself or very close to the surface...ultimately, there comes a point where no matter how close you are to the asteroid, you won't be able to experience the high g-values you would if you were in the gravity well of a gas giant...when it comes to maneuverability, the more massive ships with presumably lower thrust/mass ratios (in sins this would be the acceleration in the entity file) are going to have more problems in high gravity environments...
Even if gravity in sins simply slowed all ships down the same, that is going to hurt capital ships since it will take them longer to get in and out of the fray...sure, it hurts all ships, but no one cares about LFs and HCs, they care about caps...what I care about is knowing how gravity affects ships...if the gravity mechanism in the game takes into account a ships mass in anyway, I would like to know about it for modding purposes...