The main reasons why I didn't find the platforming frustrating:
1) By the time the game demands any precision, you have the high jump and the float, so you typically have enough margin of error that if you make a bad jump and you realize it's a bad jump right away, you can save yourself.
2) Checkpointing when you fall into bottomless pits is generous. Also, if you fall from the top of the stage to the bottom of the stage and THEN jump into a bottomless pit, you will respawn at/near the top.
3) You have solid directional control in-air, so cases where you aren't quite aimed right on jump can be righted mid-air.
4) You have an edge grab that activates pretty generously
5) Very few jumps require a running start or momentum so typically once you're in the air, you can clear the jump.
The one platforming mechanic that I found didn't quite work were trampolines / bouncy awnings. They get gimped if you're on your levitate ball, and they feel pretty flimsy in general. Their placements in levels feel really artificial and could generally be replicated with just replacing them with solid ledges and letting the player do a levitate jump from them.