First of all, let me start by saying that I have never been a fan of certain jumping puzzles. If the game requires me to make an uninterrupted sequence of jumps, preferably with crouching at the beginning of the some of the jumps and performing an action not assigned to LMB/RMB by default, I will hate it.
Having said that, I’m fine with reasonable jumping mechanics:
a) that do not require pixel level precision
b) that do not require at least 960 Hz refresh rate and input lag no greater than -100 ms
c) that can be reasonably learned with practice by someone who is not a teenager with reflexes sufficient for their chosen career path of a Formula 1 driver
d) that do not require a non-default character ability.
I cannot say that all - or even most of - the jumping puzzles meet the above description. I will mention several of the puzzles, and the ones that I will be complaining about below are the ones that I cannot manage to do either at all or, when I make them, it is a non-repeatable accident rather than a success. Such puzzles make me hate the game and people who thought it was a good idea. Just a remark: I would like to thank in advance each and every “get good” comment. But if I fail to learn something after hundreds of attempts and experiments in a video game, after rewatching tutorials and rereading guides, I do not consider this to be me being incompetent or lacking persistence.
Righteous Stand: access to both grims is what I consider to be hard, but on the right side of the reasonable difficulty.
Hunger in the Dark: not happy about the precision required for the second grim, but still not something that makes me homicidal. Despite a high penalty for failure.
The Screaming Bell: tome 2 is just the right amount of difficulty - hard, but very learnable. It has no penalty for failure.
Fort Bewlaybroch: tome 2 again, so many interesting ways to reach the last jump, and that one I feel to be too hard.
Against the Grain: tome 1… it’s not that it is impossible. But it is something that I used to be able to do without any problems and now I simply cannot but feel that it’s an accident when I make it. I manage to get it every third time, just like that jump from the chair after the first monster. I know I can do both of those, I rarely know why I fail when I don’t manage it.
Empire in Flames: grim 2 is yet another great example of a difficult, but very learnable jump.
Festering Ground: tome 3, seemingly hard, but actually very easy. Overconfidence is a biyatch.
The War Camp: when the game came out, the grim 1 was something I have learned very quickly and I couldn’t understand people who couldn’t do it. A few patches later and it has been years since I could do it except by pure accident. Hundreds of attempts, all I get is pure frustration.
The Skittergate: the shortcut to tome 2 from the cave and the jump directly to the main path from the tome 2 location are too hard - but those are the two that I have not put a lot of effort into learning, especially since there is a longer and easier option.
The Pit: grim 2 has a few tricky places, but, again, the failure is usually due to overconfidence than to difficulty. However, it’s a good example of how hard it is to judge what is doable and relying on “I tried it and this works/this doesn’t work, I have no idea why this works and this doesn’t”.
Garden of Morr: grim 1 requires a hard jump for me. Not happy about it because I cannot do it reliably, but doable. Grim 2 is what I have always wondered about: while picking it from below is ridiculously easy, was the designer’s intention to jump from the protruding part of the platform opposite the one where the grim is located? If so, I have never managed to do it without a movement ultimate.
Engines of War: both grims require at least one questionable jump, but not unreasonably difficult.
The Horn of Magnus: I have left this basically all-jumping-puzzle nightmare for the end. While nothing really matches the War Camp grim 1, to me the HoM grim 2 is very close. The grim 1 and tome 2 are also on the wrong side of the difficulty curve because they require precision and the action in the middle of the very short jump window. The tome 3 is not the easiest sequence either, no matter from which direction it is approached.