I've adjusted the system generation slightly:
- As per BroAdso's playtest (or as I inferred it), I shifted the System Importance Table to be a straight d6 roll now, with a 33% chance of each importance.
- I reordered the Special Traits Table. A '2' is now a Garden World (Roll Twice), I moved Precious Minerals to spot '3' and renamed it Strategic Resources (that is a way for me to get around needing special rules for strategic resources, and because I didn't want the +2 Raw result to be the most common table result), shifted the rest of the special traits up to fill the slot.
- Shortened System Anomalies to just Anomalies.
- The system importance modifiers were missing for the Jump Lanes Table.
- A previous change, but now major lanes are only received on a 6+ on the Jump Lane Class Table. This gets rid of the plethora of major lanes that were popping up much too frequently.
I created a test Tiny map with these settings and found that none of the systems had a Raw less than 1 (fixed that situation in the base game!) and there were a larger number of major systems on the map. I ended up with one Garden World (two traits), which did make it the best system on the map (better than my home system). I didn't activate any NAW/NPE, however I did roll several '12' when I was still doing 2d6 for system importance. If I'd been rolling those for traits I would have had a good chance of running into someone else out there in the void.
I experimented with allowing the 2 hex jumps when other connections were available, but I think I prefer as it is now that you only use these "long jumps" if no other valid connections are available. It does help the map become more dynamic, as you can end up with some interesting back doors into territories that would otherwise not have existed.

- vbam-galaxies-tiny-map-test.png (111.15 KiB) Viewed 5569 times
You can see where I had Home make a long jump. I rolled two 2d6 and both were 2's, so I decided to give it a try. It kind of messed with the map, so I wouldn't recommend it.
If this were part of a larger galaxy, and I was based out of Home, I would need to secure Mindinao and Borneo as my top priority, and then see where I could expand from there. The mess of lanes down near Guam would make exerting control over that area tricky, to say the least. Imagine if there were more jump lanes heading south from that area. I would be tempted to try holding on to Guam and building up a supply depot and military base there, but it's too easy to get cut off there and have to deal with enemy ships in my rear territories, so I'm not sure I could hold on to that system long term.
The Rennell => Kavieng => Woodlark chain is a result of there being no valid jump destinations left. It's an oddity on the map, and a pretty worthless area to be honest.
I could see this being an interesting scenario if you had each player start in control of a major system and then the rest of the systems neutral with some very basic defenses. Then let them expand and conquer to their heart's content. It would kind of be a civil war scenario.
Alternatively, you could have a two player game where each player takes turns picking systems to control, and then setup the game as would be normal for old VBAM. You could end up with disconnected systems and some pretty scattered warfare.