I found 2 Units that should perform better than their PV I still have to run the tests.
The Flamberge 3 and The hippogriff. both have a low move resulting in TMM 1 but a JJ move that results in TMM 4. even with the -2 to Hit jumping will better your chances.
I think these both are as effective as a TMM2 unit.
Interesting. The system right now assumes, in terms of attacking, that the unit will never ever jump unless it has nothing to lose from jumping (i.e. is infantry), because defense mods are already very high in this game, and jumping sends your to-hit numbers through the roof. I'm inclined to stick with that, as the unit still pays the extra PV for being able to move that fast if it needs to. The system used to charge as if it was TMM 2, but I felt that since that scenario never actually exists, the unit should be charged combat-wise for the movement it would actually use while actively battling an enemy.
Let's run a quick test: the Flamberge (which dropped 5 points because the system thought it was overcosted due to how it now handles jumping and also split movements) and the Goshawk II (climbs 8 PV to reflect the new system's emphasis on speed; it does spend 2 PV on ECM, but it still should be close if we have this right). This gives us a chance to test two assumptions at once.
Flamberge 3 BM 3 8"/14"j 7 4 5 5 0 1 45/40 CASE
Goshawk II BM 2 14"j 5 2 4 2 2 0 32/40 ECM, ENE
These two can both move the same speed and it's jump movement in both cases. The Goshawk can get off long range shots while the Flamberge closes, but it's going to need 12s to hit, or 1 in every 36 shots. I think we can safely ignore that for the few turns of fire it has until the Flamberge can finally make it into medium range.
Offhand, I think the Flamberge would prefer short range. However, with the speeds the way they are, I don't think that's happening.
Medium range, no jumping for either:
Flamberge needs 9s: ~3 hits every 10 turns.
Goshawk needs 7s: ~3 hits every 5 turns, or 1.1666 damage a turn.
The Flamberge typically wins around turn 7 or 8. The Goshawk needs until about turn 10 to pull out a win. Winner: one beat-up Flamberge.
Medium range, Flamberge jumps, Goshawk does not.
Flamberge now needs 11s: 1 hit every 12 turns.
Goshawk now needs 10s: 1 hit every 6 turns.
Flamberge wins by turn 24. The Goshawk by then has hit about 4 times, causing one critical. Winner: one Flamberge, beat up to about the same degree.
In this case, the battle ends exactly the same, but takes 2-3 times as long. In both cases, if the Goshawk scored a lucky hit during the approach, it still loses. If the Goshawk had spent the 2 PV it uses on ECM and bought an extra point of medium-range damage, it would actually just barely win -- sometimes losing, and always having no armour left. Unless somebody raises an objection, I'm okay with the results here.
Now for the Hippogriff, at a modified 18 PV, another drop. Its opponent -- another unit that went up in price -- is the classic LCT-1V Locust.
Hippogriff PM 1 6"/14"j 5 1 0.5 0.5 0.5 0 22/18 IF0*
LCT-1V Locust BM 1 16" 2 2 1 1 0 0 14/18
The Hippogriff is actually impossible for a Skill 4 unit to hit at long range, as it receives an extra +1 defense from being a protomech. But the Locust has no long-range weaponry, and it would be the Hippo that's taking potshots at 12s. As they have an extra 50% chance of doing nothing thanks to the 0.5 damage (so only a 1/72 chance of doing any damage at long range for the Hippo), we can even more safely ignore these.
Medium range is where I'll assume the battles will take place. First, a non-jumping Hippo.
Hippo needs 9s: ~3 hits every 10 turns.
Locust needs 8s: ~2 hits every 5 turns.
However, the Hippo halves its damage rate thanks to the 0.5 damage. As such, it needs about 29 turns to win.
The Locust, meanwhile wins on roughly turn 15. Easy win for the Locust, if a bit tedious.
Now, with jumping Hippo.
Hippo needs 11s: 1 hit every 12 turns.
Locust needs 11s: 1 hit every 12 turns.
The Locust's ability to do reliable damage means it wins by turn 72, by which time the store is closed and the players set off the alarm system when leaving.
The Hippo would need 96 turns to win.
In both cases, jumping isn't changing the result. I think I'm content leaving the jumping pricing as-is, even for as large disparities between jumping and non-jumping movement on the same unit as you have just pointed out.
I will say, however, that there is some indication that units with only 0.5 damage in a medium-range bracket may be overcosted: I don't think the fact that you lose 50% of your hits has really been taken into account. I'm going to dig into that further. Thanks!