While flying in a system or on a world is definitely a Piloting Task, using the long-range "Pulse Drive" for interstellar travel (what the SW SFC calls an "FTL Drive") is much more a question of intellect and skill than of reflexes, thus using Knowledge (Astrogation) and not Piloting. The primary resource for determining travel time is the Firefly Travel Time Calculator, but using it with Savage Worlds requires a little bit of conversion work. 1) Calculate the ship's "Speed Factor" by dividing its "Top Speed" by 100. This means that most ships will range from 2 to 7.
2) Plug this value into the FTTC, leaving the "Base Speed" set at the default of 9. This gives you a base travel time. This varies by 1d10-5% (between 5% and -5%) to account for normal variations in travel time.
3) Have the ship's pilot or navigator make a Knowledge (Astrogation) skill roll.
Success gets the ship to the destination at the calculated time.
Each Raise knocks 10% off the travel time, to a minimum of 50% of the calculated trip.
A failure adds 50% to the travel time but gets the ship to the destination safely.
A critical failure (double 1's) is really bad and requires pulling a card from the Action Deck, then consulting the table below.
Knowledge (Astrogation) Critical Failure Check
Joker - I Think We Hit Something - The ship never makes it to the destination... the drive failed, or the ship struck some bit of flotsam. Check the Starship Critical Hit Table on SFC p. 44, and start making repair rolls. You are on the drift, but at least this one isn't really the Navigator's fault. Assume the crisis occurs at the halfway point just for simplicity's sake.
Ace - Why Are You Even the Navigator? - As below, but it takes triple the time even with course corrections. Your initial Spirit Roll is at -2, and any crewmates with the Mean or Claustrophobia hindrances must make a Spirit Roll to avoid physically assaulting you during the voyage. Even worse, the increased fuel expenditure leaves the ship with empty tanks when they arrive due to all the course corrections along the way. The ship comes coasting in, and now everyone knows you screwed up bad because you have to call for help before you drift into something big and hard.
King, Queen, Jack - You Really Really Screwed Up - An really inefficient plot results in double the travel time, and the navigator must make a Spirit Roll. On a failure, they are at -2 to Knowledge (Astrogation) due to the severe loss of confidence in their abilities. The navigator's confidence is so rocked that this penalty lasts until their next Raise on a Knowledge (Navigation) Roll!
3-10 - You Really Screwed Up - An inefficient plot results in double the travel time, and the navigator must make a Spirit Roll. On a failure, they are at -2 to Knowledge (Astrogation) due to the loss of confidence in their abilities. This penalty lasts until their next successful Knowledge (Navigation) Roll.
2 - You Screwed Up - The ship takes twice as long to reach the destination, and the crew is probably pretty irritated with the Navigator, who must make a Spirit Roll. On a failure, the Navigator gets a -2 penalty to all social skills when interacting with anyone affected by their poor performance. This lasts until the next time they succeed at a Knowledge (Astrogation) roll.