Also, just for the record, what is said in the 2e PHB is:
In the simplest version of the AD&D game, clerics serve religions that can be generally described as "good" or "evil". Nothing more needs to be said about it; the game will play perfectly well at this level. However, a DM who has taken the time to create a detailed campaign world has often spent some of that time devising elaborate pantheons; either unique creations or adaptations from history or literature. If this option is open (and only your DM can decide), you may want your character to adhere to a particular mythos, taking advantage of the detail and color your DM has provided. If your character follows a particular mythos, expect him to have abilities, spells, and restrictions different from the generic cleric.
It then goes on to describe what priests might be like. Oddly enough, nowhere in this section does it say anything about players making any choices as to what these abilities, spells, powers, and restrictions are. What it does say are things like "The DM has final choice in all situations." Perhaps we are reading a different book.
Interestingly enough, I just re-read the Jumping NWP on p. 61, and I find that to be quite clear as well. In fact, you just determine how far you can jump, and you can make the check without any DM input....until it comes time to find out what the actual outcome is. Same as 3.X.
The biggest difference is that the proficiency is required to make "extraordinary" jumps, and the term is not defined. However, in 3.X there are jumps that require no checks, and it seems likely (and was certainly how we played it) that the NWP is required for any jump that requires a check.
OTOH, 2nd Ed jumping doesn't take into account circumstance penalties or bonuses. You just roll dice and add your level, to you maximum jumping distance. In 3.X, the DM is required to set (or not set) these modifiers. So, overall, these examples require the exact same level of DM adjudication.
RC