You've always been able to jump in Bethesda's games, so that's virtually a given (Elder Scrolls games even have skills directly tied to jumping ability.)
Eh, we've not seen crawling in previous titles, but you do crouch while walking around in stealth mode (again, that's just from previous games of theirs - pretty safe to assume that's still in.)
What I've long wanted to see in Bethesda's games, and I think it would be a great match for their style of gameplay, would be more procedural animation mechanics. (For those who may not be familiar with the concept, the animation engine produces animations on-the-fly for the character models to accommodate terrain and events. You can have actors attempt to keep their balance, react to blows, etc. See for example the more recent GTA titles where your character's feet actually go up stairs and can stand on uneven surfaces without one foot "floating," a lot of the climbing and jumping in the Assassin's Creed games, or Red Dead Redemption where you got those amazing death scenes. It's often used pretty subtlely and it's possible to seamlessly blend between procedural and more traditional "hand drawn" animation.)
I'm not sure I've seen much evidence of their using any procedural animation engines with Fallout 4, though. (Though thankfully it does look like the animations themselves have improved.)
I'd like to see climbing and the like, but I'd also settle for just having ladders. Jet-packs being in the game seems to point to (potentially) more of a vertical element than we've seen in their previous games, so who knows. On the other hand...
I'm one of those players who often has a bit of trouble finding my way in some of these dungeons that Bethesda makes. (There's been many a Vault or Fortress in the previous Fallout and Elder Scrolls games where I've completely missed entire segments of the map just because I've walked right by them.) And quite often I have the most trouble in multi-leveled areas. Part of this is because any areas they make where there's more than one level makes the mini-map an absolute mess to read - so alongside hoping that maybe there's some slight additions to movement options I would also hope that the local map in the Pip-Boy might be easier to read this time out.