So if you are playing with most of the advanced weather/terrain/environment special rules, you want jump jets on everything. Cause sometimes you will roll into a situation where your ground MP is useless. If you dont use lots of the advanced maps or environmental effects, your need for jump jets goes way down.
For example, the Tukayyid map for Prezno river is pretty tough to cross without 5ish jump jets, like thats the whole point of the map and the story in the Novel the map is based on. If you include that map in your random pool, you will want jump capable mechs more then if you play on grasslands. Same if you dont see lots of elevation or buildings/city fights. In the city maps, the ability to hop over certain building clusters gives you a big advantage, and it depends on the size of building where your JJ break points are. On the new city map they made, there were 9 height, 8 height, 6 height large city block clusters, as well as rings of 4 and 3 height buildings. So having 6 jump MP was significant for clearing the 6 high cluster--the 6 jump mech was outmaneuvering the 5 jump Nova/black hawk because of that, and that was a feature of the map I really liked.
As a rule of thumb, the cost of standard jump jets across the board is usually worth it on most slower designs. On faster designs, like 8/12 and above, the 4 hexes of run MP start to match the reach of jump jets. You can plot the ring of hexes you can get to with jump jets versus running MP. IE, jump 1 has a 6 hex reach, jump 2 has a 6+12 hex reach, jump 3 a 6+12+18 hex reach, ect. Ground 1/2 has a 5 hex reach, ground 2/3 has a 13 hex reach, ground 3/5 has a 42 hex reach, ect. So the higher the run speed, the closer to jump levels of mobility you get if you assume a 2 MP reduction cause of average terrain interference running pays compared to jumping.
Further, while jumping is less accurate, the guaranteed TMM is crazy strong. Like, take a victor. It has short range guns, so as its closing the distance it gets a guaranteed TMM of 2 using jump jets, and pays no opportunity cost because its guns arnt in range anyway. Especially with woods, as jumping into woods costs no extra MP, so you can hop from woods to woods for a net hit bonus greater then the net penalty you take from jumping. So for any unit that want a guaranteed level of defense jump jets are a must have.