I tried playing both Science and Helm on a jump drive ship. That was a challenging combination! IMO the jump drive gives you a great tactical tool if you have dedicated Captain-Science-Helm players working like a well-oiled machine. If these roles are doubled up with something else, or if they don't coordinate well, disasters will happen.
My game ended when I accidentally jumped too close to a black hole. Black holes are VERY dangerous to jump drive ships because impulse can't pull you out of the gravity well. I knew this and had planned my jump to land in a completely different part of the sector, but I must have entered the coordinates wrong.
Playing both Science and Helm I must have miscommunicated with myself. Before I could jump again my ship and crew were spaghettified by a whirling vortex of crushing black death.
"Damn the torpedoes! Four bells, Captain Drayton!"
(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).