So, you don't jump for the sake of jumping, and don't fall for the sake of falling? You jump and fall as your "class" needs (eg, to avoid traps and enemy attacks), and it levels well enough on its own to be useful?
I'm not saying it can't be fun, or that it can't be somewhat useful when leveled (though as someone who's never focused on acrobatics, I've never run into anything I had trouble jumping across or getting down from), but it's always struck me as something you have to go out of your way to level and use. It's not like using weapons, armor, sneak, magic, etc, where it improves on its own as you use it where its called for (hitting enemies, being hit by enemies, sneaking near enemies, etc), but is instead something you just do for the hell of it while traveling around. It'd be like walking around and swinging a sword at nothing, and expecting that to be the way you're supposed to work the One-Handed skill.
For the most part, I always jump with a purpose, unless said purpose is doing backflips in the Arena - but that's just showing off. Some people have to go out of their way to level and use it, but it's completely natural for me - I couldn't imagine
not using it. I have to go out of my way to level and use almost any magic skill, which is difficult for my high-energy act-before-thinking playstyle.
That's not practicality, that's tweaking what's already useful. The only practical hand-made spell I've ever found that wasn't designed to be overpowering is one that combines the Bound Armor stuff with a weapon, simply because it's a pain to have to switch between all the different spells and cast them in succession... and that's something that can be done now by default in Skyrim with dual-wielding the Bound Armor and Bound Sword/Bow spells.
Hmm... I had a "Smite Evil" spell, that combined Shock, Fire, Light, and Turn Undead on one of my characters (But I couldn't keep it up, because Turn Undead was in the wrong school), I also used some custom "On Touch Fire Damage in Radius" effects, for keeping enemies away. My brother loved his Supernova Mace (Fire Damage in a stupidly large area), which wasn't any more powerful than the in-game weapons. Fireballs that exploded into flame Atronachs were also fun

None of them were any more powerful than what the game offered, yet they were all immensely fun.
Which costs magicka, and cuts in to the ability to deal damage and harm an enemy. A warrior increasing their defense doesn't hinder their ability to attack, but a mage casting shield spells will reduce their ability to cast fireballs or whatever.
A mage has no armor, and focuses on magicka which keeps their health and max encumbrance low. Enchantments are needed to help overcome this, either by providing some health, protection, and encumbrance directly, or by increasing magicka so they'll have enough extra for dealing damage along with the other spells for protection, health, and encumbrance.
A warrior will have strong armor, high health, stamina, encumbrance, and damage rate by default (compared to a mage), and has no need for magicka. Enchantments on top of this will be bonuses. For a mage, they need enchantments just to match up.
Don't get me wrong, I'm not saying warriors shouldn't have enchantments, but it needs to be carefully balanced between the various classes. Giving extra enchantment slots to non-mages, however, just screams 'unbalancing!' to me, as mages are more prone to needing said enchantments to remain useful as enemies get tougher.
I think part of what screwed over the balance of enchantments between Mages and Warriors was the removal of cast-on-use items. Before that, enchantments offered access to utility spells for warriors.
It would've required more testing to make sure things didn't break because of it (jumping up to some place and getting stuck, getting out of an enclosed area you're supposed to be trapped in, etc), in addition to making sure it itself works properly and doesn't interfere with the other things you can do.
Former complaint - that's the player's own damn fault. Look before you leap and all that jazz. It's as game-breaking as jumping on an enemy's sword.
Second Complaint - That's the fun part of being an acrobat. If it breaks a quest, maybe the developers should have just thought it through a bit. Of course, these are the same developers who are so self-absorbed in the "One and only way their quests are to be completed" that they blow a fuse just over the possibility someone might Levitate, Recall, or Jump. In this regard,
Oblivion's dungeons were frequently better than Skyrim's. I don't like the design ethos used in Skyrim - Daggerfall had truly Non-linear dungeons, and Oblivion's were also frequently varied in terms of how to get through them. (I
love Vilverin from Oblivion - possibly the best dungeon in that game)
Dammit! I'm turning into one of those insufferable Oblivion/Morrowind/Daggerfall fans.
Of course... there's a reason the games are becoming less and less in terms of the games: It would go against the lore otherwise -
Towers are the defiant pillars of "I AM" holding the Mundus aloft and apart from the ?unyatic ocean of the endless void. The loss of any one of those towers means a little bit more of the world sinks back into literal and metaphoric Oblivion.
Hence, when Red Mountain went offline, crossbows, spears, levitation, teleportation, medium armor, the distinct cultures of Nibenay and Colovia, Snow Whales, etc. all of it sunk back into Sithis' exposed bosom.
And in Skyrim, there's only one Tower remaining...