Maybe it's because I play with so many bells and whistles, but I've never seen the point in the warp jammers or destroying warp gates.
It depends on how deep you'll setup satellite systems. A lot of times I'll grab a satellite Fact IV that will tempt me to open up Warp Jammers to make sure counterstrikes don't go there and respawned Warp Gate Guardians don't get involved. It doesn't save the poor bugger from CPAs but those are usually 2-3 hours apart.
If it's made so the surrounding worlds won't even alert and thus stay VERY quiet, it could make it worth it, as CPAs will be less likely to path over the satellite system. Mind, when I say satellite system, I've done 8 planet deep strikes to pop a new world because nothing between them was worth taking. Traveling defenders to a system that deep can be nearly impossible.
It's not something I'd want under normal circumstances, but occassionally the MapGen is just cruel about certain locations and this improvement would go from 'meh, maybe' to 'oh hells yes'.
But then again, I don't usually play with hybrids on. I haven't played with Hard Golems in a while either but those exos could, in theory, decide to go satellite hunting. If they do, well, bye bye satellite. This improvement would be more a mass improvement for base game, instead of something that would increase survivability of the sub-plots.