TP overflow isn't a big deal really. Even if Jumps did double damage, it still doesn't justify interrupting your attack for them unless the mob is near death or you're lowmanning something. Interrupting your high haste attacks for an attack that does slightly more damage than a normal strike with the same TP gain and with a 2-3second delay is not justifyable. At least the slightly extra TP would allow you to Jump in damage/DA/TA/QA/STR/Att gear instead of STP to preserve your 5hit rather than basically having to cram every drop of Jump Bonus TP/STP gear into every slot to make NQ Jumps worth a damn. Plus the extra TP overflow helps for times where you get a lousy TP return on a WS or where you miss the first hit.

Even if Jump and HJ did 2x the damage soul and spirit jump do, i'd be hard pressed to use them in zergs, i'd much rather them boost the TP gain than the damage and lets be honest, they'll never give 2x and 3x TP to Jump and High Jump so 1.5x and a bonus to base D are reasonable. Considering DRG has no native attack boosting abilities they might as well make DRG a TP machine since even when we have tons of TP our WS averages are still terribad compared to jobs like DRK and WAR that have 1.5k+ attack without cor or brd buffs or jobs like SAM that get retarded WS Damage+% traits and gear and WS with cratio bonuses.