I agree that using a minimum vehicle speed of 1 should be required for taking vehicular maneuvers. That's why I use the Accelerate Maneuver for take off and Decelerate for landing. Landing with a vehicle speed of 1+ is crashing IMO. I also allow the Accelerate Maneuver to take off to move them anywhere within medium range. If they start their turn already moving at speed 1 then they can move anywhere within long range. Speed 2+ anywhere within extreme range. (If they use two maneuvers to take off and accelerate to speed 2 they can move anywhere within long range that turn, and use a single maneuver to move anywhere within extreme range the next turn).
So to hover with a jet pack a character would have to use a maneuver to accelerate to 1 and another maneuver to decelerate to 0 (without landing). Which works well to me for simulating the effort needed to use the jet pack without hobbling the character for a round (they can still take off, cover major personal scale distance, and attack in the same round). Going to hover in a single round would also expend the very limited system strain of the jet pack which is also fine with me.
However I'm still inclined to allow the use of Dodge, Side Step, etc while hovering or flying just for the sake of simplicity and because defense would be so important if they are engaging a vehicle with vehicle scale weapons. (but not stacking personal scale defenses with vehicle maneuvers that simulate the same thing like Evasive Maneuvers). So I would not apply Defensive Driving if they're hovering, but would apply it at Speed 1 and allow it to stack with defense from their armor or deflection weapons, etc.
I would also allow terrain modifiers (+2 setback for flying between complex buildings etc) to be added to defense if they're taking Evasive Maneuvers and being attacked by a vehicle. Helps with survivability and simulates trying to hit a really small target with a lot of intervening obstructions/cover.