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NERVA/ponderomotive will get you around relatively cheaply, but it's barely mobile in combat.
It's still utter garbage compared to the aliens, but it's something.
Edit: Just to be sure, don't just look at the top level tech tree and assume that's telling you everything that's important. Take a gander at Solid Core Fission Systems. It doesn't say a blessed thing about drives in the unlocks, other than an expensive later technology for fission pulse drives. Which is because the drive unlocks come off of the project Solid Core Fission Reactor I and the latter evolutions of said reactor.
In the full tech tree you'd quickly see this, but in the top level one unless you know...you're going in blind.
I found the Grid Drive, NERVA and VASIMR drives and their relatives most useful early game (Electrostatic, Solid Fission, Electromagnetic respectively), although all I did was fly around LEO and capture stations with marines.
I guess I'm mid-game now and the Helion Reflex ( Fusion Mirror Magnetic) is very useful for prospecting and creating outposts.
For long-range ships (ex: colony ships, troop transports), Ion->Grid and they are the best for even longer than the Pulsar.
Most of the drives you get before fusion are garbage or memes (Orion).
Less terrible than all the other alternatives that aren't electric drives, but terrible. You'll need to use an enormous fuel fraction for ships that are meant to go places.
Develop an electric drive for long distance travel, and if you want high-thrust combat ships maybe also develop another drive (ideally pulsar) for that.
(I haven't found Orion so I can't rightly comment there.)
My only hope is that mission control points are balanced around having more mid-weight ships than just it being most efficient to stack up the biggest ship around and have it handle tons of lower weight vessels. A good fleet should be a mix of torpedo boats, destroyers to screen, cruisers for line engagement and maybe a battleship or two to delete specific targets or brawl with one another.
They do have one more utility module between them, and a battery slot each. Usually the utility slot will be lost because there's some utility you're duplicating between them, but if there isn't (say you're building a swarm of marine assault craft) it might favor the escorts.