We agreed to stay until 9/5
I won't lie; I forgot about that completely.
That's an easy thing to deal with, though, and yes, it can easily be made up in transit. Looking at the jump path and the star types (almost entirely G2V types, oddly enough), the crew won't even have to make a skill roll. You're basically taking a G2V's default 189 hour charge time and reducing it to 175 hours (14 hours saved) 7 times, and then there's a single K-class star on the trip where you drop a 200-hour charge time to a 178 hour charge time, adding up to 120 hours (5 days) saved.
JumpShips burn essentially 40 tons of fuel per burn-day, so that's 200 tons of hyrdogen fuel to save 5 days. At $15,000/ton (StratOps, p179), that's expensive ($3 million), but fortunately a fusion engine can also generate some fuel for free; ~10 tons per maintenance cycle that we don't use it to provide power (which is basically "per week; since we're only running the engine to produce power instead of hydrogen fuel for 5 hours most weeks, that won't be an issue). The JumpShip fusion drive can cover 17 weeks of fuel production (170 tons), so we're only on the hook for 30 tons of go-juice.
So we'll have to pay an extra $450,000 CB to run the jump drive to make up the time. We can eat that. Or we can take the potential minor contract breach (-1 to the contract score) for getting there late, with a potential -1 for each additional battle we miss while where's in transit.
Discuss.
(Also, I'm 80% sure that fuel costs are why the transport values are so damn high; hydrogen fuel was only like $1,000/ton back in the original merc handbook)