After reading through almost all of the posts so far (skipped the last few pages), I just want to ask this to the people that want free-jumping and to the people that want situation specific-jumping/climbing, etc.: Considering development is geared towards convenience/enjoyment right now, what kind of jumping should really be focused on? Which is closer to a necessity?

*Personally* the only major terrain-related issue has been small ledges (and jumping is terrain-related). Falling off of them is not only obnoxious, but it also doesn't make much sense that you can't climb back up them. As for it being more difficult to implement than free jumping, I don't think that's true...having some jump/climb-specific points (button commanded or automatic) would probably be easier than having to check everywhere to make sure that jumping doesn't bug/glitch in some way. Also, if free-jumping were implemented, people may start wanting it to be relevant...because at this point, it sort of isn't; that alone could lead to its own slippery slope.

What I'm really trying to say here is the focus should be on trying to deal with jumping in a way that is as useful as it needs to be, so attention can be invested in stuff that can be enjoyed without the consideration of jumping entirely.

On a side note: I also sort of agree with the person/people that said that going AROUND an obstacle isn't such a huge thing either. I've fallen off the same cliffy-ledge during the same leve about 2-3 times, but I've learned to not fall off of it or to learn not to fall off of it.