Any name would do. The one suggested above was simply spitballed out there to get the basic concept across.
Call it "Winglets" then, in a nod to the Marauder II's jump jets and little stub wings that are very clearly not Partial Wings as the rules roll with. Maybe they'd make pilot skill rolls easier by 1 point for jumping movements? Or for that matter, DFA? Having that extra little bit of control won't extend your jump range, but it might make it easier to hit a death from above.
Top of my head, I suppose the Spider might have the same quirk since it was supposed to have those steering vanes or something? Yeah...it gets "twitchy" in the air so it's harder to hit. Maybe Winglets give you an extra +1 TMM when you jump because you're not just relying on a hundred thousand kilos of pure fusion sriracha sauce for jump jet thrust, you've got wiggly jets or stub wings and flaps and little steerable things to make your jumping maneuvering better.
...I suppose that would really piss people off, though; "your spider jumps 8 and has a plus-WHAT to be hit?" Let's not provide potential situations where someone tests the armorpiercing abilities of a four-sided dice...I'll stick to my improved PSR roll for jumping maneuvers and DFA instead.
I guess other 'Mechs that might have the Winglets quirk idea would be the Firefly (look at that butt end in the 3050 Upgrades TRO), Champion (as god is my witness, I thought turkeys could fly), Venom (obviously, with the Spider), and maybe some of the jumpy quads because they can flail limbs around perhaps, and do...something.
Spitballing here, but I kinda like it on its own.