Which ratio of failure propsects between strong and weak PCs makes for a better game? This isn't something to be worked out just on the basis of nostalgia or simplicity. It takes at least a bit of maths, and then a lot of playtesting to work out.
Like your DCs, the DM could add modifiers as well, so could any number of other things.
You just don't need a "skill" or "feat" to be able to "jump". I liken it to the firebuilding NWP. Some things you should just have if you want them without much silly crap telling you NO!
If conditions are OK, and nothing to disturb you, then anyone that wants should be able to build a fire. As conditions worsen, you use your "DC"s to modify the roll if one would be needing.
So anyone can jump, the just need to apply the proper skill to check against, and should there be something difficult about it for some reason, adjust the DMs modifier, excuse me, the DC accordingly.
This carries over to levels, to represent growth.
I find it funny and somewhat silly a "skill" called "jump", as it make me think with earning "ranks" in it, someone is sitting, well standing around jumping to practice or jumping over things and all manner of other ways to practice.
I would see maybe an acrobat type person doing that, but can also see a party, over time, swatting the person "skipping" around out of the air cause they get tired of it.
Sheer ice, or
Greased ground, then no jumping as you can barely stand.
So long as the rule is applied consistently, and the advantage or disadvantage applied makes sense to the world/action; it really isn't that hard, and you don't need a table fof 60+ DCs or whatever to tell you how to adjust things.
The more tables and such for a game their is that players want to look things up on some table to pick the next best action based on the lists of tables, the more likely I am as a DM to use other numbers that what is in the table, IF I ever use that table, in order to force the players to play the game, not the mechanics.
If a DM is trying to look up all manners of lists for me to be able to jump, I will just say screw it and try something else.
The easier things are, the better the gameplay, and least players and DM alike get distracted form it.
But what is easy for some won't be for others, as you present without something you may feel the rules weren't playtested as it doesn't give you enough range of success~failure that may not be to your taste being so small.
I think if D&D survives to the year 3011 for Qubert Farnsworth et all to play, we are likely looking at D&D 148.0, giving editions roll out about every 7 years now, and we are likely to see 5th edition in some form by the end of this year...143+5=148
