No. It cannot actually be replicated in singleplayer. Although you can't properly test/run the docking module plugin from singleplayer anyways. You kinda need FLHook running in the background.
Testing is being done on a local server with the plugin loaded. Regarding it being in a live setting, we'll simply have to try it. It takes 10 seconds to disable/remove the plugin if it still causes a server-wide bug.
Regarding the infinite jump bug in general, while I cannot say with 100% certainty that I know exactly what was causing it. However that being said, I did have a few ideas.
Yes. This is a stab in the dark (An educated one). Although I guarantee that enough of the internal fundamentals of the plugin have been changed enough, where I'd be rather surprised if the bug persisted. It may still happen, and if it does, we'll simply disable this rework as well.
The biggest difference between this version, and the old version, is ships save files are no longer being saved to. Instead, data is being stored to a directory in the filesystem much like how playerbases are saved currently. - The rate at which things are saved and loaded, is also drastically reduced. (I'll make sure that it's happening often enough, though. It comes down to figuring out which triggers are needed, and which are not)
FLHook has never had problems maintaining maps and lists before. I'm forcing the plugin to rely more on the standard FLHook functions, without constantly having it read the save files of each individual ship on the list.
@Mephistoles - I'll throw you a compiled plugin once I'm confident that things are all set. I'd really appreciate someone else looking around to see if I missed any bugs. - If you don't think you can do it easily on your own, I'll see about hosting a temporary server somewhere with it running.