I happen to like the MM table, I think the expanded uses of it in the companions, later in SS and FRP also offer a lot of benefits, but I dislike all the "and roll again" as much as most people do.
The "All or nothing" variation of the MM table is roll the MM, get the result, if it's 100 or better you made it, if it's 100 or less, roll again to do a pass/fail on making it. (i.e. roll MM, get a "60" result, roll again, under 60 succeeds, over 60 fails.)
I don't like multi rolling of that sort, it's definitely bad for dynamic flow.
I'll simplify the example again, as having to do it multiple times merely makes the odds of blowing it readily obvious. (If you need to do 3 maneuvers of this sort over a few hours, the odds are just as bad, it's just not "in the frame" of an example so easily.)
You're on a roof, there's a 2' diameter pilliar 9' away, you want to jump there. . .same problem with overs and unders.
I guess you could go the route the books offer and call it a hard MM, jump D100OE -10 (hard) + Acrobatics. . .call 100 or better landing on the pilliar, and less than 100 means you're not "standing" on the pilliar, you've flubbed it a bit and are scrabbling to stay on (either doing the pinwheel arms "woah" or hanging on my your fingernails.). . .so now you have this utterly random d100CE to recover tagged onto the end.
It's just funny how we all use slightly different variants of the actual rules.
At my house it'd be:
D100OE -10 (hard) + Acrobatics. . .beat 100 and you made it, beat 75 and you're at partial success (hanging on the edge of the pilliar). . .frankly, if it was a fatal fall I'd likely let "beat 50" mean you're hanging on by your fingertips and slap you up with a medium bash attack as you crash into the side of the pilliar. (I'd prefer to beat up a PC and provide some drama than snuff them on a jump.). . .one roll and move on.
That's essentially a SM roll though.