It would've been right if there was no wall. You can't vault over that wall (and thus ignore it's height for Movement purposes) because the drop behind it is larger than that Silhouette. Thus you'd Jump from the top of the wall, not the bottom of it. If the 5 cm was changed to "< S2 height", it would be correct.
I assume you're making the thread in hope of triggering an answer from @ijw - which is a good plan - since I think it's well established that this question is unanswerable without a ruling. RAW, the jump is actually impossible if you can't vault, because you have to move in a parabola. The parapet blocks any parabola that doesn't go straight up or backwards. Assuming that it's intended to be able to jump here, some sort of vaulting must be allowed, but how it works is a mystery. In the meantime, I've been playing it as 9.69 cm per your first diagram.
I prefer the first one: which treats obstacles <SIL height adjacent to the edge of a building as if they weren't there for measuring vertical movement. Basically it follows "during movement ignore obstacles for measurement" and bases the jump from the level of the floor. Second one is workable as well though (you can vault onto the object but don't benefit from the vault coming off it). But it's much weirder.
IMO, a parabola with a really tight turn at the top should clear the balustrade. I.e. 2,5cm up, 0,3cm forward and then 7,47cm left jump distance for a Rodok/Ye Mao/etc (which isn't enough to get down) I do think I've had a pointed question on whether vaulting is possible mid-air answered by IJW before, though, with a "how the hell vaulting even work" or something similar
Technically, IMO this one, but you can't climb there, so it's moot. Unless you can treat the barricade as 'scenery clutter' to be ignored during Movement, that's basically a case of player agreement about terrain that railings, ballustrades, barricades and such are separate from buildings themselves and can be ignored for such movement. It's a reasonable agreement, not sure how it will bear out with the official answer.
If you guys manage to fix Super-Jump (or even just regular jump) in the next FAQ I will do the happiest happy dance.