The first problem is that in D&D 5e, Jumping is based on Athletics, not straight strength. But that is not the case in BG3 - it's based on your Strength modifier, and your Athletics is not considered. I verified this by comparing the difference between Rogues with the same STR score, one Proficient in Athletics and the other one who wasn't. They had the same jump distance.
The second problem will become apparent once you're allowed to roll dice for your ability scores. Right now, 8 (-1 mod) is the lowest you can go for a Strength score. The gap which you MUST jump across is designed to be a barely passable leap with 8 Strength. 7 Strength, and a -2 modifier? Forget it. With rolling, the theoretical minimum roll will be 3. Pity the poor sap who spends 15 minutes carefully building their character and getting their appearance juuuuust right, only to reach a game-ending block as soon as they step through the hull breach. This can probably be solved, though, if the minimum jump distance is fixed at 4.5 meters even if the STR modifier is -2 or lower.
Another issue is that this has the odd design quirk of a clanking cleric in heavy armor being much more agile and nimble than a swift, lightly armored Rogue. There IS supposed to be a reason why heavy armor gives disadvantage to stealth checks, guys. Rogues who don't want to be awful at jumping are forced into pumping STR, which tends to be their dump stat in tabletop play. (As I said above, proficiency in Athletics does absolutely nothing for their jumping.
There are also other issues with Jump, such as how it doesn't seem to break stealth, which may be fine in some cases, but in others it can seem ridiculous. And the well known discussion about disengaging being too easy, but there are other topics on that already.