Really! Those skills represent athletic-style training and are used to model characters with training beyond that of a normal person. Flying Leap, for that matter, is a cinematic skill designed for non-realistic martial artists - dodging a strike is something anyone can do, hence Dodge as a derived stat (just like Basic Lift). We've never used *any* of those skills in a game and probably never will. Basic movement in all of those modes is covered by the basic rules. But, maybe this misunderstanding does point to the complexity of the ruleset.
But, as you say, none of this has anything to do with setting development...so I'll drop the matter!