There is no digengage in this game. Nor is there dodge. 5e action economy provides 5 basic actions, and you left two of them out. Making jump immune to attacks of opportunity isn't the same. When I jump out of trouble, I am subject to the landing restrictions, and sometimes I move to get to a location that allows me to jump which itself draws an AOO. This is a core 5e gameplay mechanic and a broken implementation of jump is a poor substitute. Either decouple them, or make it do what it actually says (both). In either case, implement disengage. The ability to sacrifice your action for the mobility of not drawing AOO's is a core mechanic of 5e. As is the inexplicably missing dodge action.
The balance between sacrificing 5e elements for a workable game is skewed strongly towards a system that resembles and reuses more of DDOS2 than 5e mechanics. It should be the other way around. Reuses the good stuff from your older games that makes sense in a gamified 5e system, don't shoe-horn 5e mechanics into your existing engine. That's not a 5e based game, it's just a mish mosh of unpredictable systems that users can't anticipate based on expectation.
They may change the jump=disengage mechanic at some point. I say that because enemies disengage without jumping all the time so at least for them, disengage is already in the game.