I'm guessing you are all talking about using Jump on bosses that are relatively tame, which is few in the endgame dungeons and battles. Jump is extremely dangerous on any boss that has particularly heavy avoidable AoE or other attacks that require movement. This means that you have to time Jump at a safe moment (after said attacks) which can cripple your rotations due to previously mentioned posts - unless you somehow land on a quick animation TP combo. This doesn't give you room to put up Power Surge, either. In fact I have just been skimming this thread after page 5 and I haven't taken notice to a PS+Jump rotation.

Really the best jump is Shatterdive for its gap closing ability on monsters/bosses that don't require stuns.