Jump and High Jump are rarely used except during Spirit Surge, in which case they're slightly less useless than using Spirit Jump and High Jump. High Jump has its occasional use when a Dragoon needs to shed hate and Super Jump isn't up, but Jump is still pretty useless. There's more gear out now that grants Jump TP Bonus, the problem is that all of the TP Bonus gear still doesn't make up for the fact that: 1) Spirit Jump still generates more TP and 2) Spirit Jump delivers a critical hit with a Wyvern. Maybe Jump needs a bit more tweaking to make it situationally better than Spirit Jump, perhaps giving it a high chance of delivering a 'Stun' effect(extremely accurate but short duration like Weapon Bash).
Also the effect of High Jump during Spirit Surge seems rather pointless. When fighting current content, it seems like most NMs in Delve or Incursion are either immune to the effect of TP removal, have a high rate of Regain, or can use special attacks regardless of TP. Prior testing shows that the amount of TP removed when using High Jump during Spirit Surge is 1:10(or what used to be 1:1 under the old TP mechanism; in other words 200 damage will remove 2000 TP). In situations where an NM is readying a TP move, if I High Jump them with Spirit Surge active and deal 2,000 damage, I would expect that all of the mob's TP is erased, yet the TP move still activates for some reason.
Also maybe create a JA similar to "Spontaneity/Warrior's Charge/Assassin's Charge/Manawell//Perfect Counter", all of these JAs are like 1-time use or short duration SP abiities with long recasts. Spontaneity is like a one-shot Chainspell and Manawell is like a one-shot Manafont. The JA for DRG could be called "High Wind", that when used allows the next Jump to have a shortened recast like a one-shot "Fly High", or maybe let it enhance the power of the next Jump, not unlike FF14's "Power Surge". It could add a bonus to the next Jump used; when Jump is used after High Wind, damage is increased 250% (making its raw damage potential stronger than Spirit Jump even accounting for the crit). When used with High Jump, the recast duration is halved. When used with Spirit Jump, defense is ignored. When used with Soul Jump, it becomes 100% accurate. An alternative suggestion is to split the Jump timers. Having them share timers would make sense if all Jumps were situational useful, but Spirit and Soul Jump really are the most useful about 99.9% of the time over Jump and High Jump. The only situation right now where High Jump is useful is in a 6-man party with a Paladin tank against a mob that can potentially kill me in a single TP move. Under the conditions where I am fighting such an opponent and I am generating more hate than Super Jump can shed or the Paladin can handle THEN High Jump is useful. But these situations are extremely rare(like fighting a battle with a PLD+Melee DD setup where the mob has hate-resetting TP moves).
Splitting the timers would preclude having to adjust the power or mechanics of any of the jump abilities in my opinion. Another option is a charged timer like Scholar's strategms or Corsair's Quickdraw. Allowing us to stock up to 5 charges of Jumps with a 45s time on Jumps. This would allow us to mix up our Jumps, perhaps making Spirit and Super Jump require 2 charges and Soul Jump requiring 3, so we can decide whether 2 Jumps for 2 charges or 2 Spirit Jumps for 4 charges. This coupled with an increase to Jump's damage bonus would create situations where using 2 Jumps would deal more raw damage than 1 Soul Jump but provide less TP.
Although we have a pet, compared to SAM WAR or THF, DRG has very few JAs and no 'stances', so having a JA to boost our capabilities once in a while in a pinch is nice. Although DRG got a huge boost from the +Attack/Haste/Defense with Wyvern present a few patches ago, DRG still suffers greatly when we die with a full HP Wyvern and lose our Wyvern for upwards of 20 minutes. So to have some JAs to use to enhance ourselves so we aren't completely crippled by not having a Wyvern would be great.
Also while I have your attention, any plans at the moment to increase Wyvern breath damage now that accuracy and charge time have been addressed? A good start would be to change the formula to use MAX HP instead of Current HP would be a step towards bolstering breath damage. Right now, with breath+ gear it does ~450, a nice 25-30% boost to this so it deals ~600-650 damage would be optimal given DRG's weapon skills are comparatively weak(20% penalty on drakesbane! WHY? Why would Drakesbane be too strong to deserve an update in power yet Tachi: Fudo/Victory Smite/Resolution got an upgrade to power?)