This new change to High Jump is mostly to avoid situations in fights like the first EW trial or Mount Ordeals where you are forced to be bound for several seconds. In such cases, you cannot use any of your jumps and usually we can work around that but you cannot use HJ either and that's the ability we need to be pressing on CD so that we can keep the LotD windows going.

People in the JP forums were complaining about this when Mount Ordeals was released and is a common topic any time a long bind shows up. It's a good change because we won't be affected so negatively by that specific condition. Other jobs don't suffer that much from that as we do.

As for the animation lock reduction, it was a needed change because DRG is a job with a lot of double weaves with several of them being jumps that have a longer animation lock. People with very low ping could already weave a jump oGCD with a normal one before the reduction so the change made the playing field even.

Now, some believe that jumps feel "less heavy" that way, but the design of EW DRG requires machine-gunning double weaves for like 8 GCDs in a row during 120s bursts (which personally I think is one of the reasons that it's the best it's ever been), with the exception of Stardiver. And speaking of STD, I'd rather it didn't have its animation lock reduced but got a potency boost to compensate for it always being a single weave.