I'm not going to make a claim on every game of Armada, but I'll make this one here about the Corellian Conflict: Hyperspace Escape is solid grounds for ejecting a player without recourse. there needs to be a different, separate mechanic.
While I can't describe every group, I can describe ours: only able to meet once every two weeks, for one total game between all 6 players during the campaign. We simply don't have the time or capability to go further. Blame that on local traffic and mass transit, it's true.
Hyperspace Escape, in our group, would be serious grounds for consideration for ejecting a player. With the amount of time and effort taken to play a full game with players sometimes traveling several hours each way, not at least attempting to play a game to conclusion would be a massive insult to the opposing player. Especially if they were looking at several hours to go back.
I live, work, and game in the San Francisco area. Even FFG darlings Intensify Forward Firepower (and yes guys, I know you get no special treatment) have to travel hours to even local regional events. Imagine arriving, spending tense periods debating with your team, and the game ends at turn 4.
I'd quit, and I wouldn't blame anyone else who joined me.
Any future campaign needs to utterly remove this ability. The only options should be win, lose, or forfeit. This ability doesn't just interrupt games, it kills gaming groups.
Thankfully, nobody here has used it.
Today, up to 3 fleets reset. On turn 2. Play your game, or quit.