Glad it helped! My specs are as follows:
OS: Windows 10
CPU: Intel i7-4790KI @ 4GHz
RAM: 16GB
GPU: AMD Radeon RX 6600 XT w/ 8GB VRAM
And I encoded the video with my ML/Video processing GPU so that shouldn't be effecting anything that much (I'm not made of money, it's just my old GTX 970). Really though, the remark about limiting framerate during the pause menu is that UE disables most actor & component tick functions while the game is paused so the GPU starts rendering frames without the CPU holding it back.
> Here's a little secret: we're tweaking player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).
That's a pretty big change--idk how you're calculating movement but you might want to increasing air friction first (that's usually what the complaint about floaty jumps means), or adding a double jump. You can also try adding "just-in-time" jumps i.e. let the player jump briefly after starting to fall of a ledge. One of the Dead Cells devs gave a GDC talk where he briefly mentions it (if the timestamp doesn't work it's the "Control tricks" section). If it works it'll save a bunch of time redesigning the levels!