To the first question: Yes.
To the second question: Sort of, but mainly no.
There are unused skill slots in the module system, so you can create new skills, but their effects need to be based entirely on things that can be affected by the module system. Attack directions and most other basic combat type stuff is handled entirely internal, so you can't do much to change that. However, it would be possible to jury-rig a method of increasing jump height... But it's not exactly simple. In the mission template just create a trigger for the jump key that starts the whole process by setting a flag. The flag is updated to represent how long since the jump started, then every tenth of a second or so, change the z position of the troop and the value of the flag so that they go up and then come back down. Based on the skill you could make it go up further per tenth of a second, or you could make the jump last longer, your choice really. You would have to include some method of moving them forward as well, or it'd just be jumping in place, which is kind of pointless.