Sure it's fast, but every time you jump you lose more antimatter. If the enemy fleet gets to the well before you have enough energy, you're going to be running and losing antimatter faster than it builds.
There are a number of tools at the vasaris hands that kan hinder an ops movement. Subverters stop ships cold for 30 seconds, Enforcers debuff speed by 100% in an area. drag along a overseer with your marauder and jump times for the enemy fleet increase by 50 % AND you gain jump detcetion for that grav well, telling you wether it is ssafe to sit around and reg am or not.
Remember: the marauders node does not need to be active until the ships that jumped to it get there, its sufficient if it stays active long enough so your ships have startet their jump.
I'm not saying that running by an enemys blockade is easy in any way, and it SHOULDN'T BE.
You're BYPASSING that fleet murdering defense grid after all....
You're Avoiding fighting it. That multi thousand credit/crystal/metal monstrosity of a defense grid. To harass the ops core worlds.
And you basicly got 3 seperate ways to pull this off. 3(!)
Starbase based (least feasability), Marauder Based and Point and click based (Kostura).
Point and click! Bypass (possible multipe) multi thousand c/c/m defensive installations and lolwut fck your op in the rear(worlds).
Vasari struggle mid game, yes, that single starbase blocking your way (well not realy, you're just afraid to run by it and simply take the losses in hp and am to get a chance to wreck havoc in his core worlds.) might seems difficult to bring down BUT YOU DON'T NEED to.
Its not going to attack you, its not a tool that can be used against your worlds.
Please. All the time people go on about "vasari need this and that". They don't. YOU need to stop playing them as you play TEC and advent. Its the old mobile warfare vs static defenses routine and we know how that ends.