lighthouseSince you can reload in the air, you'll land with 4 rockets loaded, other than 2, and you'll only take damage from one jump, so you'll have maybe 20 extra health when you land.
if you are just holding you can get a quick buff or small hp kit anyways
lighthouseAlso you get more distance out of jumps by doing very small air strafes (forget what this is called, similar to midair bunnyhopping I guess... maybe I'm crazy?). If anything, a jump that requires a perfect ducktap would actually require some very small strafes.
While this is true, airaccel in tf2 isnt high enough to see a great increase in speed when you are going that fast. Try noclipping then turning quickly, you will lose a lot of speed. Whereas if you are going nearly vertical, then airstrafing will increase your speed exponentially. Bunnyhopping is slow enough to where you can gain speed through strafing but a full rocketjump is about the speed where you will not gain extra distance without perfect small angle strafes.
lighthouseThe two granary ones can allow a soldier to get to enemy garage probably at about the same time the enemy medic gets there...
This is one of the few important ones, where the map limitations are so great that the positioning that it would require two full length rocketjumps as opposed to walking a little bit and doing one low jump. The timing and distance on this one matters and I would consider it to probably be one of the most impactful ctap only jumps.
RRPOr you might as well play scout instead if you don't want to bother yourself with one extra keypress not to gimp your max potential.
Scout is classlimit 2 and I ctap the majority of my jumps : )