Majestic that's a nice house rule.
Interestingly, I have a similar view of movement.
When a character jumps, he is limited to how far he can travel in a phase. When he runs, that limit is not in place.
I actually think the leaping rule is okay (could use a bit of buffing, but I do think it's sound... and I do like a little more anime feel to my games). I think the issue is the movement rule is incomplete.
I have been saying for a long time that V&V is 47 pages of near-perfection, and some have taken that to mean that I would never ever (under any circumstances) want to update, alter, or revise the rules. The point I have failed to make (and one I think I have mentioned somewhere in this forum) is that a modern RPG of any kind will run 150+ pages. That's three times the size of V&V. I think V&V is very good, but I also think it is incomplete - why else would I have messed about with
Attack of the Really Big Thing?
To my point - I think what may be needed is a mechanic that limits how far a character can travel in a phase. "Simply" put: Divide total movement per turn by the number of phases available to the character (keep fractions). For fractions of an inch of movement, Option A works like healing where the player rolls d% vs the fraction of an inch. If the roll is = or > the fraction of an inch, the character may move one additional inch. Option B is like inventing where the character uses the whole number of movement and carries the fraction to the next phase and adds it to that phases movement.
Back to leaping - The character can jump Carry capy ÷ 100 inches per phase. He can jump a number of phases equal to Cary Capy ÷ Bodily Weight OR equal to his Inches Per Phase jumping rate, whichever is SMALLER.
"A character may jump slower than his maximum speed at will, but the number of phases he is airborne (see below) cannot exceed his rate per phase; at least not in normal gravity."
The example in the rules is an average guy with a cary capy of 175. He can jump 1.75" per phase. Assuming this guy weighted 100 lbs, he could jump for 1.75 phases, traveling 3.5 (17.5 feet) inches total with a running start. Without a running start he can jump 1.75" (or 8.75 feet), which is impressive, but reasonable for game-play. He can jump vertically 0.875" (or 4.375 feet) - again pretty impressive, but not insane.
If the same dud weighed 200 lb, he could only jump for 0.875 phases. If he had a body power that made him very light - say 50 lbs, he could still only jump 1.75 phases because his phases airborne cannot exceed rate per phase.
Edited: Odd thought... If a character leaps, and is in the air for more than one phase, do y'all charge the 2 power points for each action in a turn after the first?
sooo... easy right?
The nice thing is my players have never been jumpers... Only rarely have I had to employ Leaping or Falling rules, but my upcoming adventure features and flying "villain's lair", so falling may actually happen. I was thinking of putting in examples for leaping and falling in the adventure index.