Yeah the drop off makes sense. I'm trying to remember how Splatoon handles this with their paint fall off, don't have the game on me currently so I watched this video, it seems like the reticle is just for the paints trajectory before it begins to dip? Not fully sure. Also notably Splatoon has an outer reticle which shows the spray of the weapon, you're probably already were aware of those though.
Also I forgot something! This is a very jumpy game but the jump is set to the same height no matter how long you hold down the jump button. You can't do a little jump onto the rail, you have to do a big jump and land on it. Jump hold time converting to jump height for the first half second might allow for better movement. Along with that, the control you have in the air while falling is there from what I can tell but it's not really sensitive enough to allow precision. I'm testing this by using those long rails in the back street. Jumping from left rail to right rail, its easy to jump over the rail since the player can't create the jump height. And when you're falling towards the rail, the fall movement isn't fast enough to get you on.
I understand if you don't want to do the fall movement speed raise though as I think it would technically allow players to fall in a zigzag motion which would look weird. But jumping and falling is a big part of the game so maybe worth it? Up to you this one.