1. The IDS system also affects the speed you exit a jump at as long as the value is equal to or greater than IDSx1 at 100% throttle. ie; If you set the IDS system to IDSx4 / 100% throttle and jump, you will exit the jump at whatever the set speed for your frame + engine combo will allow. You do not need the IDS system switched on to do this. Just set the IDS level and throttle even if Inertial mode is on. The SET speed indicator on the left-hand display will indicate the speed you will travel at when the jump completes.
This also applies to 'assisted' jumps such as traveling through gates, wormholes and black holes.
2. NPCs *rarely* have the ability to pursue your ship when you are traveling at speeds around 3500. Point #1 is a useful way to get much needed speed when entering a hostile sector. Set speed as close to 3500 as you can, jump to the sector with IDS-off, forward inertial thrust or afterburn up to the desired speed - and cruise.
(If I remember correctly) In atmosphere NPCs *rarely* top-out above 1300. 1470 seems to be the maximum safe in-atmo speed, so there is still a possibility of staying away from them.
3. NPC missiles cannot catch ships traveling faster than 1800 speed unless it's a head-on shot. Again, refer to point #1 for a method to effectively cruise past a missile spam barrage when entering an area that's crowded and hostile.
Side note: Missiles don't have variable speed guidance. They burn at 100% thrust until they time-out. Being that the missile can only turn as fast as its traveling at maximum speed allows, it is possible to defeat a missile's turn towards you and extend until you can get enough speed to run. Factoring in how tight you need to turn, and what direction to turn relative to the missile can be tricky. Spamming counter measures when the missile gets close helps too. This is useful to practice as it will allow you to evade/ignore missiles you would otherwise feel forced to turn towards to shoot - especially when you've got 10+ surrounding Reds to get away from. -- Don't get frustrated if this method doesn't work well at first. It will take practice.
4. You can hot-dock straight into a station at any speed. The docking beam will catch you before you become one with the center pylon. You can even jump into docks. Set your COMPASS to the heading of the gate you want, set your PITCH INDICATOR to ZERO, and jump. SeeJay's Evochron site has a compass mod that marks all of the dock headings for easy reference.
For quick knowledge: Compass heading 180 - Pitch 0 is the entryway to Dock #1. If you fly in inertial mode out of a gate at a high speed, you can take time to turn around and fly backwards while you line up the jump. You won't lose your initial speed or direction of travel until you activate the jump. *Make sure you 'clear out' any horizontal/vertical strafe you might have before you jump. A few seconds of IDS-on should do it.
5. When you dock at a station, and pay any fee requirements, the upper left button set on the inventory menu will offer the option to ENTER STATION. Entering the station will make you immune to attacks, and also has a good chance of causing dock-raiding NPCs to turn their attention elsewhere and leave the dock area. You might have to wait a minute or two, and the raiders might reacquire you as a target when you LAUNCH SHIP again, but they should at least have some more distance away from you when they do. (Enough time to get running up to safe speed, or plot a jump away.)
I don't know how much of this you may have already known, but I do hope you find most of it to be helpful.
