We know that the star charts are a bit wonky regardless, as they assume a flat plane, instead of a 3d one with z elevation. So while the game rule is 30 LY hard stop, that is only because we have the benefit of digital maps now with precise measurements like 30.2. The early writers clearly didnt have that, and whatever method they used likely had a degree of imprecision, such as trying to read a ruler. But its ok for a writer to mess something like that up, and not ok for players to jump farther then 30 LY when using something like MekHQ--the program wont ever allow it, other then to just use GM mode to magically teleport you anywhere you want at the speed of plot.
As for actual ranges, I could speculate that the explorers in the early star league/terran alliance days stuck to systems not far off the vertical access as a safety protocol, like how they stuck to 30 light years. If you only use systems on a fixed vertical slice, then you create traffic through that system as you expand outward. This increases the chance that a marooned or struggling ship could get rescued. If you start jumping more then 30 light years or to systems greatly off axis, your risk of misjump goes up and also you dont stop along the way to created traffic in the -inbetween- system. It also would explain why dead-space recharges just arnt a thing... otherwise you could dead-space recharge and show up anywhere in the sphere without bothering with border systems... The clans, for example, could have just appeared on terra in the clan invasion without bothering to stop at a single planet along the way.
The taboo of 'further then 30 LY' or 'dead space' jumps, as well as the desire to be in a real system after each jump incase you need rescue, is apparently mighty powerful in battletech space operations.