The way Jump Jets work and their associated animations need a bit of tweak too.
What I might consider for Jump Jets is, when used, have a burn duration that matches the intended animations, then a cooldown for the animation to fully cycle to prevent the bunny hop abuse and help with any potential lag situations, poptarting stuff is only one aspect that was/is annoying about JJs.
After that increasing burn duration, velocity and angle of mech movement can be boosted with any necessary adjustments to animations. And values should at be consistent where one Jump Jet provides very little, were each additional Jump Jet provides an additive boost.
This way Jump Jets can transform into more useful tonnage and not exploit any engine limitations as Jump Jets get closer to at least BT benchmarks, not sure how they have been described in the books.
For example, I'd love to see Jump Jets be able to provide more horizontal distance per Jet, where one Jet should ideally reach a distance of 15 horizontal meters at max height then be able to move safely down 15 meters matching the BT hex distance (max heights maybe could be ~6 meters (as the BT levels) for vertical movement or whatever works best for MWO) and each Jet should be able to then provide a consistent level or performance.
And as such maybe a new mechanism needs to be explored.
So for example, tap once and you get either distance or height (ideally based on terrain and/or mech movement) of one Jet. So dunno how collision detection and so on work, but assuming horizontal and vertical features can be detected: when jumping on a horizontal face, the mech gains distance, if a vertical face is detected, the mech gains height. Otherwise, I'd explore having forward movement gaining vertical height, and being stationary gains horizontal jump distance.
If the mech has say three Jump Jets, (your HUD will show the JJ bar divided by three with one unit used), you can then gain additional movement by holding or tapping the key up to your max, and ideally not receive fall damage if the Jumps are controlled and not dropping down too far in normal use.
And once you land, the bars regenerate one at a time, and have their associated cooldown period before being able to use them again, so that bunny hops are impossible and provide the opportunity for smooth jumping animation and viable speed and distances.
Depending on what can be designed and programed, this could also make jumps more predictable to use where, say you are in the thick of action and need to escape, your mech has 6 Jump Jets and you have used five units to quickly scale some crystals on Tourmaline, to reach an area that is lower and will give you fall damage if free falling. But since you saved one unit, with proper timing, you can fire off the last Jet to avoid the fall damage.
Hope I'm making sense with what I'm trying to describe!