The problem we always had with Abrupt Jaunt is not the "get out of grapple free", but the "avoid any attack for free" aspects of it being an immediate action.  We house ruled Abrupt Jaunt to be a swift action rather than an immediate action, and as a swift action it works just fine.  It's still a great ability, but is no longer flat-out broken.
		
		
	 
In the long run, maybe.
In the short run you are still dealing with an ability that is equivalent to:
"You start with the ability to cast a useful 2nd level spell that remains relevant throughout the whole campaign a number of times per day equal to your intelligence bonus."
Sure, you won't be dealing with 'Each usage completely negates virtually any sort of attack' (charges are made to automatically fail, full attacks are converted into single attacks, tramples are side stepped, area of effect spells are dodged, missile attacks can be evaded, los on spell attacks can be broken, etc.), but you are still dealing with:
a) "Oh, I'm threatened by a large monster.  Let me take a free 10' step, then a free 5' to get into a position where I'm not threatened."
b) "Oh, I'm grappled.  Let me take a free 10' step out of the grapple so I can break the grapple, and then a free 5' step, and still cast a spell this round without needing a concentration check."
c) "Oh, I'm stuck at the bottom of a 10' high obstacle.  Not a problem."
d) "I need to get away from my foe this round, but if I double move I'm still in charge distance.  Let me add an additional 10' to my move, so that I'm outside of charge range."
e) "I want to cast a spell this round, but if I take a move action, I'll draw an AoO, and if I just 5' step I'll take a full attack next round.   Let me take a 10' step, then a move action, then cast a spell, and now my foe not only doesn't stick to me, but has to charge just to attack me next round."
It's reduced from being utterly broken to... still a no brainer option that will get used again and again and again.