It shouldn’t reset all the systems, only the ones that travelled too far from their starting point. But if you’re travelling that fast then that includes basically all the systems at the same time.
The stuttering you see when moving too far is one of the problems you get when float precision is not enough to accurately display the particle position in the renderer. My recommendation to you would be to disable the tile recaching and then author all systems that travel with the ship as localspace systems. Localspace positions don’t suffer from the precision problems that worldspace positions do.
I don’t see Niagara switching to doubles any time soon, because it’s not supported by all gpu manufacturers. Even when they do have double support, it’s super slow compared to floats.