Well, while it's not a major problem, it does provide a healthy doze of annoyance.
These tag games are pretty popular early in game and even in late game it's still very popular. Like just a while ago this happen in my game. A group of AI frigate jump to my planet which is defensed by two cap ships and lots of turrets/hangars. They turned tail and jump out immediately. Since the two cap ships were parking right at the edge of the gravity well I decided to hot pursuit that fleet. Well, the moment my cap ships finish their jump, that fleet already turned around and jumped back to my planet. So I jumped back with them, which again, they jumped out immediately, in which I follow again, and ofcourse they jumped back to my planet right away. By this time I was really pissed so I decided "I'll just nuke that planet of yours!!". Surprising though, my statis defense was enough to scare them off so even without my 2 capitals ships jump back with them, the fleet still turn around and jump back to their planet (which is where my two caps ship are), and two cap ships were too much for them so they jump back to my planet, so on so forth.
That loop continues for quite a few times, it looks funny at first but it doesn't take long for me to think it's kinda stupid. And this is just a typical example of a regular show.
I think the problem here is there are not enough restriction and jumping is more or less a do as you please kind of things. Since Beta 2 it's decided the PJI no longer permanent locked out jumping, I didn't exactly agree with the decision but I'm ok with it (I think the main reason is to compliment the AI as right now they don't seem to scout ahead). But still, there should be some restriction as a punishment of some sort for fleets that making a blind jump, not the "oh boy, wrong place, ciao!". Although the jumping fleet does not get totally locked out their chance of survival, there should be a window of opportunity to attack them.
This is a problem, and depend on the type of game you play it can get quite serious. People who have been saying you can use stuffs like the Ion cannon on the TEC's Akkan to disable Capships and that's the only thing that's matter. You're right, but you probably haven't play a large game with lots of players yet. The thing is while you can slow down and destroy a Cap Ship or two, those run away frigate in time will just stack up on the other side (as right now if those frigate want to run, there aren't much chance to stop them). What I'm getting at is a death lock situation, the AI can not tackle your defense and will keep running away, and in time, the force on the other side can stack up to something like 300 hundred frigates. Happenned to me, and trust me, with a whole fleet of Cap ship at level 7-10 and about 150 worth units of Kodiak, that stack of Frigate was not a pretty sight.
I think a possible solution can be something that restrict the never ending sequence of jumping. Why not making phase jump an actual ability that require its own cooling time and Anti-matter requirement. Jumping already consume anti-matter, making this as requirement will at least put a limit on these jump sequence. If the AI decides to play tag, this will at least limit how many time they can afford to be tagged. (With the exception of Scout Frigate maybe).