It should be, Reeve has incredible damage potential even at lower levels. A lot of his damaging abilities have either multipliers or special formulas to calculate damage.
Dragon's Crest, for example, permanently adds 40 damage regardless of defense for every dragon type enemy killed. In the end, it's his most reliable attack, even though it costs MP to use.
Jump deals 1.5x physical damage. It works a little differently in this game, though. There are scripts out there to delay an action to the following turn, the way Jump normally operates, but getting it to behave with the specially written animation sequences for the sprites is... a little difficult. So instead, I chose to have Reeve secretly inflicted with a 1 round "stun" effect.
So, Jump takes effect immediately, but Reeve is out of commission for the following turn. There is a plot device behind it, though. He's a new Dragoon and can't handle jumping constantly. He gets winded.
Even if I figure out how to get the two scripts to pay nice with each other, I kind of like there being a little more story behind him, so I'll probably leave it the way it is now.