If he had fully rotated the jump before falling he would have got 6.0 base value.
After deduction for GOE

and fall penalty he would end up with 2.0 points for the element.
Ok, here we go. He's still getting points (i.e. being rewarded) for a completely failed element. A fall is a fall, shouldn't matter whether he rotated in the air once or 5 times...
This is the change I want to see, using the 3Z jump as an example:
3Z- successful - 7
3Z - fall/hand(s) down - 0
3Z - 2-foot/stepout - 3.5
3Z - doubled - 2
3Z - singled - 0.5
Probably not a whole lot different from the current Cop as far as point values go, but it's a heck of a lot simpler IMHO. Could probably play around with the numbers a bit as well.
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Now, someone asked about varying degrees of a successful jump (the current role the Grade of Execution plays). My response to that may not be popular, but here it is: I'm going to invoke the basketball analogy again. You have two players that each take one shot. Assume both shots are taken within the 3-pt line and from the same distance, say 18 ft. One of the players has an open look at the basket. He takes the shot and hits. The other player is being double-teamed and the shot clock is running out. He is forced to throw up a very difficult fadeaway jumper, but by some miracle, the ball bounces on the rim and then falls into the hoop. Which shot is worth more?
That's right, even though the shots had varying degrees of difficulty, they both count as 2 points.
A jump is a jump is a jump. A 3Z is worth 7 pts no matter what.
Now, if you wanted to award/encourage more difficult entries into jumps, there might be ways to implement that, possibly by treating the entry into the jump as a separate element altogether...but the entire point is this: the less subjectivity in the system, the better.