As far as precision platforming, generally with classicvanias I think it has usually been the enemies (including medusa heads of course) and their placement that make the jumps more difficult rather than the jumps being hard in and of themselves--with a few exceptions where very precise jumps are needed in each game that I do remember. I generally only rarely remember having problems with a jump in CVs where there were no enemies to hassle me. Also other cases like the collapsing bridges exist where the jumps aren't too bad by themselves but you're pressed to do them quickly, or some cases like in SCV4 and a few others where there are some obstacles like spiked blocks dropping over the platforms in a rhythmic manner which can make simple jumps require a bit more forethought and timing.
Still I would never really have expected too much in the way of really difficult jumps in this game outside of maybe the classic mode simply because we all know generally what to expect from the type of jumps SotN, the GBA and the DS games had. There might be a few areas where the jumps are exacerbated by spikes and enemies like the clock towers but they're definitely not huge precision platformers.
More than that I just hope they reduce the copypasted corridors compared to the DS games and make the backgrounds and levels more organic and varied