It is but usually, there's no real need for it.
The odd thing about the BTu is that people seem to think the map represent everything in existence. People have to remember it doesn't, and Comstar is a tricksy bugger too. The maps only represent where significant human population are, or systems of interest. Over the centuries and Succession Wars, hundreds if not thousands of systems dropped off the charts. WoBBies exploited that in the Jihad.
The borders that you see drawn in the map? Totally a placebo. There are stars which you can quietly jump to and recharge your drives, and proceed on to deeper targets far behind the borders. There's nothing other than the risk of losing the jumpships and cargo in the dark if/ when you have a drive failure. The risks during the Succession Wars are high enough, and Jumpships so irreplaceable, that nobody really wants to take that risk, but as technology comes back and make replacing jumpships much more viable, deep raids become much more viable.
Are "Super Jump Drives" really needed? From a strategic and tactical point of view... considering the costs involved? Marginal utility IMO. A "suicide burn" one-way unlimited jump drive might be useful but for any troops involved it's a one-way trip, so that's pretty much last resort. If the reliability of existing jumpships can be improved such that "quiet recharge in the deep dark" is less of a risk, the need for "better" jump drives is not that critical.
The IU-spec super-jump drive, with 4x the range of the regular jump drive, can effectively cover 4x more border than a regular ship. Furthermore, such a ship would cover 16x the area of a regular jump drive.
An IU super-jump drive warship based on the border can threaten a far larger part of the border than a traditional warship, and can in fact jump
over those ships at the border to hit more rear-ward objectives up to 120 light-years away. The Fed Suns could easily put most of, say, the Capellan Confederation or the Taurian Concordat at risk with a well-positioned strike force of these enhanced ships. If the super-jump drive can equip a battery, then it can jump back to safety nearly immediately. A traditional warship or jump ship doing a raid from uninhabited sectors would require several weeks going to the target, and several weeks coming back.
To effectively cover a Great House's borders from one of those deep raids, one would only require maybe a half-dozen task forces of Super-Jump + Battery warships located at strategic points to effectively cover their entire territory from strikes in real time. One SOS HPG signal from the victim planet to the appropriate warship task force (ok, well, a few signals from HPG emitters and relays due to their 50 LY range), and the fleet is able to react nearly instantaneously to your space pirates, mercenaries, or daring house-based strike fleet. You can't really do that with the range of conventional ships at all.
And that's just military. 4x the range can likely cut down on transit time for trade runs. Going from Sian (CC) to Atreus (FWL) in conventional craft would take 9 jumps. Or from Sian to Terra, also 9 jumps. You can cut that down to 2 jumps with a 120 LY range, in both cases. With a battery, cargo can be loaded on Terra, shipped out, and unloaded on Sian the next day. It'd take months of transit time with a conventional Jumpship.
So no, I don't agree that there's limited utility in increasing jump range.