There's another issue in that ASF typically have life support rated in terms of hours, while DropShips can manage for weeks - sorry, not certain of exact figures. So there's not much point having a long-range drive with short-range breathing
From the TechManual errata: 96 hours endurance for a fighter. Also from TM errata: "
External Consumables Pods: Fighters may add life support endurance in lieu of bombs, with each pod providing another 96 hours endurance per fighter occupant. Because of cockpit space and amenities limits, a fighter may only carry 1 pod per 25 tons (round up) of fighter mass, even though the pods only occupy 1 hard point each."
So a fighter gets several days by default, and one hardpoint increases that to more than a week of life support. Granted, it's cramped, barely livable, and pretty rank after a few days, but so is a commercial flight in coach and I do that all the time.
For small craft and dropships, it's as long as the consumables tonnage holds out, at a level of consumption (and comfort) commensurate with the quarters you use.
In terms of effect on the setting, it probably wouldn't change a lot. At the moment, invading ASF thrust hard on launch, then brake for battle/re-entry, both at high G. ASFs with transit drives would thrust more slowly but for longer at first, and probably still brake using the combat drives.
By the time you put a transit drive, enhanced life support and more fuel into an ASF, you're really talking about a small craft. Maybe you'd see more combat small craft employed to patrol jump-points (pirate or standard), but by then you're reaching the point where it doesn't matter if the patrol is a Leopard CV with 6 ASF, or 6-8 long-range smallcraft, I suspect.
That's the trick. What I'm looking for is a one-man craft that can handle more or less like an ASF but still handle long voyages. So maybe you do it by adding a "fighter control system" add-on for a small craft which reduces its crew requirements to one.
Or maybe you add a second engine (yes, I know it's not permitted, but this is the fan rules forum, right?) Evilauthor and TDC made some really good points about the engine types, responsiveness, and tonnage. What if I took a 100 ton fighter, say a Kirghiz since I'm a clan player. A 2/3 small craft drive for it would run me 12.5 tons. That's a lot, but not insane, and thanks to the mathematics of transit drives, a 1g torch drive isn't all that much worse than a 3g+ drive.
So I get my normal "sports car" 5/8 acceleration curve in combat. Or I switch to the heat-expansion drive for an out-of-combat thrust profile of 2/3. My five tons of stores (the max I could carry and still fly at 1/2), I could have life support for a four day patrol and two burn-days of fuel without even touching my combat load.
And, yeah, the tactical value of such an arrangement is dubious. To me, it's more important for strategic/rpg use rather than on-board utility.