I had a few suspicions on how optimum were the paths taken by my ships when close to a hypergate, but was too lazy to confirm by using an older save and doing the move by hand, turn after turn.
But then, I had a small ship follow a path parallel to an hypergate for a full turn (while maintaining a distance of 2 hexes from the lane) without taking it!!

And see what is the planned move for the next turns. How can pathfinding calculation be so bad here? We are talking about having a move cost of 1/2 (hyperlane) compared to 1 (any other hex). Someone should get back to courses on A* and dijkstra pathfinding really.
And this message, as others, is a bottle in the ocean.