Ah yes, looking at it the landing doesn't really make sense on mine. I see where you're going with yours and the more extended leg combined with the shortening of the knee protrusion at the end helps a lot.
The pauses are to represent the three stages of the animation: up, down and land. I'm working on the movement code right now, and the plan is to trigger animations on jump (obvs), reversing direction at the top and reverting to grounded state. I don't know if the animation would make sense playing out completely on the way up, and there aren't enough frames to spread it out evenly.
If you're saying the first paused frame just looks awkward then then that's a shame as I kinda liked it. Still, I could relax the leg a bit and make it more of a right angle rather than tucked in. Or I could generate a lot more frames and make it smoother, at which point I could probably get away with just triggering it on jump and leaving it.
Food for thought. Thanks (again) for your time!
(I have a feeling that I won't have finished working on this character's movement until I finish the project...)