Star Wars: The Old Republic has a number of platforming elements (particularly when it comes to datacron hunting), but the world generally seems designed in such a way that discourages platforming and exploring; most natural semi-vertical surfaces (here I'm talking about, e.g., rock formations with faces that are more or less horizontal, not mostly-vertical cliffs) can't be climbed, for example - even those that look like they should be climbable - and there are many, many places in which exploring players can get stuck, even in places where platforming is not only encouraged but required. (Two early examples from the path to Datacron 2: at the beginning, it's possible (and easy!) to get stuck behind the barrels leading to the path; and at the end, as you jump from the mezzanine platform to the sign, it's possible (and, again, easy) to get stuck between the mezzanine and the sign.)
In short, the world of SWTOR is a world that has a few elements that actively encourage players to explore, but in general would far rather keep players On The Approved Path and discourage exploration.
What is the overarching design philosophy for the SWTOR world, in terms of platforming and exploration? Are you keeping a record of where players are getting stuck, so that those "gaps" can be fixed? And do the world developers see exploration and platforming as a desirable quality for players, or are the existing occasional elements (like datacron hunts) the only concession they're willing to make in a game world whose guiding principle seems to be "Stay Off The Grass"?