Everybody knows that space travel in Star Wars makes no fucking sense. The whole universe runs off of vibes rather than any kind of coherent worldbuilding. But even if you run off of vibes, you have to make sure that the vibes are good, rather than mid or actively deteriorating.
Good Vibes
- Rebel and Imperial doctrine makes some kind of sense. While star fighters are fast and agile, capital ships provide endurance and heavy firepower.
- Space travel is generally accessible to most people
- Cartography matters: It's quick and easy to get between some places, harder and more difficult to get between others. Tactical jumps should be doable in hours, because otherwise the X-Wing doesn't work. Longer journeys should take more time. Meaningfully going from one end of the galaxy to the other
Bad Vibes
- The Holdo Maneuver. Look, the Holdo Maneuver was an absolutely gorgeous shot and a great character moment. The entire theater went silent. But if you can trade a crappy big ship + suicide (droid?) crew for a fully crewed enemy capital ship, the whole nature of space combat changes.

- Hyperspace Skipping. See above, but without the redeeming values of looking awesome.
- Just jumping any time and anywhere. If you can jump in and immediately attack, it's impossible to defend a fixed installation. If you can just jump away from a fight that is going poorly, it's impossible to destroy an enemy fleet.
How Hyperspace Works
The natural forces of the Galaxy (Gravity, nebulas, the Force, etc) create hyper-currents between star systems, branching out from the center of the galaxy. Coruscant is at the useful root of the explored sector of the galaxy, with major planets that you've heard of like Chandrila and Correllia. Hypercurrents mostly map to realspace, with some exceptions like a star system that is skipped by a current, or a stretch that crosses a large chunk of the galaxy. Hyper-currents make it cheaper and easier to go FTL, and because of that they match the patterns of the economy, with Coruscant leading to Core Worlds leading to the Inner Rim leading to the Outer Rim.
Aside from hypercurrents, there are two other ways to get through hyperspace. The first is 'bushwhacking', going off through uncharted paths between two planets, which is slow and somewhat risky, at least more risky than commercial operators are willing to do. I also imagine that smaller ships are better at it, which gives an advantage to light freighters like the Millennium Falcon in the Outer Rim. Bushwhacking is much more closely tied to realspace locations, with stars that are physically close by easier to get to. Better ships with better navicomputers and drives can fly tighter and more efficient paths, while a clumsy bulker might have to make multiple jumps from realspace, re-orienting and replotting each time.
Artificial hypercanals can also be created, which is one of the primary roles of the Galactic Government, whether it's a republic or empire. Rapids in natural hypercurrents can be broken up, new trading nexuses created, and colonies directly attached to more central planets. The are hundreds, if not thousands of roads all leading directly to Coruscant. Hyperspace can also be manipulated to form harbor barriers and like, making control of trade possible. This also provides an excuse for the Clone Wars. The Trade Federation is setting up an alternative hyperspace system to the main Galactic one, which threatens the economic stability of the Republic.
I'm also going to postulate that calculating a jump takes more time with the more precision you desire and the size of the ship. Jumping an X-Wing to somewhere else takes about 30 seconds, an eternity in a dogfight but not so bad if you can manage to get a little clearance. A light trader takes a few minutes. Capital ships and large freighters can take up to an hour.
From this perspective, a Star Destroyer makes sense as part of classic "cities and strategic chokepoints" strategy. A single Star Destroyer and its wing of TIEs is enough to take on most planetary defense forces and then police the system afterwards. Conversely, X-Wings striking from hidden bases can get locally superior firepower to hit vulnerable targets and then disperse before a counter-attack can muster.
Well, there I go thinking about this more than anyone at LucasArts ever has.