Some people are of the belief that in Quick Strike you take the best movement mode and use that for your to-hit mod, which is certainly the traditional Battletech way of handling things. However, Quick Strike isn't Battletech and the rules don't actually say that. Using a Shadow Hawk with a movement profile of 5/2j as an example:
1) The footnote for the "Target Movement Modifier" section on StratOps p. 227 says "Modifier is based upon available MP" and nothing more of relevance - a 5/2j unit certainly has 5 MP available.
2) The only instructions to calculate to-hit mods (p. 228) says "This number is then modified by range, target’s available movement, terrain features, Unit type and other miscellaneous situations as shown on the To-Hit Modifiers Table. All modifiers are cumulative unless otherwise stated." Nothing there says to use "the highest movement mode to determine your to-hit modifier", just "available movement". However, it does clearly say that mods stack unless specifically stated otherwise.
3) The Target Type Modifier section of p. 227 says "Jump Capable" (not, "used jump movement this turn" or something). A unit with 5/2j movement is jump-capable.
Following the chart as it is currently written means a 5/2j unit has an available movement of 5 (+2) and is jump-capable (+1). These mods stack since it doesn't state otherwise, giving it a +3 to-hit mod, not a +2. If it's meant to be otherwise, it needs several pieces of errata (which I can gladly write up).
Thanks.