Of course, most of the choices would only impact stories that have a tactical element in their storytelling (so, military space operas and stories that have fighting in space in general and not just ships as a means to go from place A to B.
- normal Warp-Travel like Star Trek that has infinite start- and endpoints.
- Hyperlanes, that always go from point A to B in a controlled network that is "geographically" together. You can't take direct routes, you must follow the lanes. And if the lanes go through 4 Solar Systems to get through to your goal, you must go through those 4 Systems, you can't just directly fly to your target system. That makes Chokepoints and Defense-in-depth possible for storytelling purposes.
- Jump-Gate, artificial constructs that bend the universe between point A and B. If the Gate is destroyed, the system would be "lost". I did a Novel with that in mind, some years ago. There was already an ancient network of gates but if you "lost" one of the gates, you had to fly there sub-light (So normally a 10- to 50-year journey) and construct a new one if it was the only gate in that system.
- Jump-drives that don't work inner-system, so that you have to fly sub-light for weeks in the system before you were at the targeted Planet. (like Battletech)
- Chaotic natural Wormholes that don't conform to the natural layout of the Galaxy. Wormholes that don't connect neighboring Solar Systems, it is completely random. That means that not distance between stars would determine the layout of the empire, but the connection of the Wormholes. Finding new wormholes could undermine political stability of the galaxy because a new wormhole could connect two powerful empires that previously were too far away from another (meaning, too many jumps through other third-party Solar System wormholes).