I have no issue with jump cues, but rather the direction jump cues are taking the game.
I think a simple limit on number of cues available to a player in a match is more practical...like the 14 club limit in golf.
Limit players to 2 or 3 cues that they may use, and you can use anything you like...player/jump/break.
If we don't look forward, then I think we may be looking at players bringing a dozen different cues to a match, and mathcing them up with the shot they are faced with:
Ultra low deflection for certain shots, then switch to an Earl Strickland whippy shaft to get some real juice on the ball. Now I can grab my 40" jumper to get over a ball, then switch to a slightly longer jump cue for a full table jump. Tough jump on another ball? No problem, out comes the masse cue so I can spin around the ball no problem. 25 oz break cue with phenolic tip to really smash the rack, but next rack, I'll switch to a leather tipped 20 ouncer for a cut break.
I don't have a problem with any of those cues, but I have a problem with 'all' of those cues. Pick 2 or 3 and that's it.
Why should it matter? Have a shot clock and let the player bring 10 cues. There is a limit however in some rulesets.
The player is still the one having to take the shot. If he wants to dress up like a beekeeper and thinks he needs a different cue for each shot then so what? People want to see the balls do what the shooter wants them to do. So if that desire is a 90 degree reverse masse' then why limit the shooter to a cue completely unsuited for that shot?