I think that's a good point. The problem with all such questions is that you're always gonna lose something--no free lunch, as many economists say--and the focusing question is, "what do you lose?"
I am going to start by guessing: In the case of "Infusion of Strength", the STR cap on an HQ potion is 137. That's really low. Let's say you're around i310 so your STR (with no party bonus) is approaching 2200. Assuming Attack Power is a scalar in the potency->damage equation, potion is therefore ~6.2% damage bonus and will only get lower as a percentage with better gear.
So, an extra 6.2% on a full Chaos Thrust snapshot is ~38.44 to gain (but we expect to clip that a little), and an extra BfB on 5th tier of combo is 58.5 gain. It's clearly in a different ballpark, though of course I must admit this is not the whole picture.
If the real situation is as your question poses (I haven't checked), then it's not better in the short term. But what I like to do for looking at short term is to put add up every skill and buff on a spreadsheet and just add up all the potency instead of trying to look at just the start and end. Right now what I have for that... hasn't been touched since ARR (heh), but it's something most spreadsheet warriors could replicate no sweat. If no one else does, I'll get around to it eventually.
Jump not only has a higher potency, it has a shorter cooldown. That has been the reason to prioritize it over Spineshatter Dive since ARR; if you do not know when the fight will end, the odds will be stacked so that you lose the lower potency/time, not the higher.
It is also very fortunate that 4.05 adjustments make it a decent timing to use Jump right after Chaos Thrust, because the positional is the same as Wheeling Thrust and having to change positional and Jump in the same 2 seconds feels just awful. Even if True North changes that dynamic just a little....