I dislike the exact scenario of aiming to jump an 8' hole by jumping 10', then determining all factors and getting a percentage of 10'.
1-6' is a failure, 7' is a partial success, anything over 8' is a complete success . . . that's essentially the static maneuver table in a nutshell already. . .
Or more exactly, with that kind of "Fail/partial/full" scenario, the MM table looks a lot like the SM table with the difficulty mods pre-applied.
We stopped using that route when people started calculating "Do I have a better chance of making 100% of a medium maneuver, 80% of a hard maneuver or 60% of a very hard maneuver?"
Another instance in which I've seen jumping and the MM table turn ugly is:
A 19' wide river, with a row of 2' diameter rocks 5' apart. . .so it's:
Shore-5'gap-2'rock-5'gap-2'rock-5'gap-shore
Have fun trying to cross that with the MM table. . .you fall in the river if you under or overshoot each jump.
So if you said "Oh that's easy" then the pcs will keep OverJumping into the river, or if you said "Oh that's hard" then the PCs will keep UnderJumping into the river.
Jumping for distance, where there's no target, just trying to jump as far as possible, I could see saying "It's absurd, the distance is 25', roll MM to see how far you jump." since the result you're trying to determine is "How far does the PC jump". . .but in most instances, you just don't care how far, the question the maneuver is trying to answer is "Did the PC make the jump successfully?", which the SM table just seems to do so much better.
Need to look at that HARP table, and the GC table refed.