I have met lots of players who gave up trying for a datacron. One guy fell after riding the Jawa Balloon (and after having waited for it for 35 minutes), and he never came back. I can't blame him for that, although I myself quite enjoyed doing the sandcrawler datacron quest. I can't say I would have tried it a second time had I failed, though. I met another guy who was on his second day trying to complete a jump between some boxes and a pipe going along a wall. A jump I did in my first try.
My issue with the way some of the datacron puzzles are designed, is not so much that they are hard (many of them are painlessly easy). I don't mind difficulty, if that difficulty is based on skill or strategy. But the way some of these datacrons are placed, you are not so much challenged by the environment as by the game mechanics. Obviously the game mechanics were not designed for precision. It's not like you can grab on to things, pull yourself up or save yourself in mid flight when jumping. The jumping mechanic itself is very primitive, and tons of things can go wrong when you try to make precision jumps, because surfaces, like walls, and level variations define how your jump turns out. It's not something you can master through practice, but something you have to deal with in each new environment; depending on how a pipe is placed in relation to the next surface you have to land on, and if there's enough space for you avatar to make a leap etc etc. It all comes down to how you position your avatar, how you aim your mouse, how fast you click W after pressing space or not and sometimes to pure chance. In short, you are fighting the game mechanics and your keyboard instead of figuring out the puzzle.
That's the kind of stuff you see game critics mention in reviews. It's the kind of stuff that usually drags down on how well a game is recieved. Playing Assassins Creed II with keyboard and mouse comes to mind (some of the worst porting ever done in a major title). So it's not so unreasonable to complain about it, eventhough we have to suffer the usual "L2p" responses. I know that many give up on datacrons because they are annoyed with how game controls act like a hindrance to solving a puzzle.
I don't think anyone wants the datacrons to be nerfed. Or the puzzles to be easier. We just want the difficulty to match the tools we are stuck with. My Jedi Sentinel can Force Leap 200 meters through the air and hit an enemy square in the face with her lightsaber, which she can throw like a boomerang and catch again. She can fight with two lightsabers at once, and do all sorts of acrobatics and tricks. But for some reason she finds it extraordinarily difficult jumping 5 feet between two plane surfaces. Yoda would be most disappointed. He didn't say "Do, or Do not - or try 50 times!".