So in the lore using Pirate Points is usually described with terms such as insane, suicidal, desperate, and the like.
I understand the absolute difficulty of plotting a FTL jump to a system where you don't know if a comet might have entered or a dropship might be about and that could have enough mass to alter where the gravity null zone inside the system might be by enough to cause BAD STUFF^TM to happen, let alone worrying that the maps you were given were accurate enough, and no one fat fingered a data point in your stellar cartography to predict the Pirate Point in the first place.
However jumping from a Pirate Point in the system you are in seems a lot more reasonable. You are in the system and you can plot the math to figure out where a Pirate Point might appear, and what travel time you will need at what speed to get where you predict it. Then you can check the local gravity with instruments to make sure you are in a null gravity zone before starting/executing your jump. Of course you are jumping to Nadir or Zenith point of your target because you aren't going to risk jumping to a pirate point.
Now I realize most of the time with Jumpship system drives you are spending most of the time at Nadir and Zenith points so you wouldn't be in where you would need a Pirate Point.
That said there could be edge cases where a Pirate Point could save a lot of time. If a Jumpship had to transit or be towed in system to a planetary shipyard for repairs or other reasons it might be viable to use a Pirate point to leave the system instead of traveling to the Nadir or Zenith points.
Warships might be operating in system and being able to jump out via Pirate Point could be useful for operations.
And lastly while prohibitively expensive to move a Jumpship in system and not have it jumping all that time it could be moved closer to a planet as part of a command circuit to increase the speed of troops or a VIP getting where they need to faster.
So is jumping from a Pirate Point just as hard and dangerous as jumping to one, or does being there allow a Jumpship to be pretty safe using one to get out of a system? Is there something I'm not thinking of that makes jumping from a Pirate Point that much harder than a standard jump point?
Thanks