Replacing jerk with ridiculously high acceleration?
In order to evaluate whether this is possible, it's necessary to realize that following a curved path with zero jerk (in the classic jerk sense) requires stopping and restarting at each junction point in the piecewise-linear approximation of the curve that occurs in the gcode. This is because there's no way to accelerate/decelerate the individual axes continuously through a non-smooth corner. So paradoxically, as the number of segments approximating a curve goes to infinity, speed goes to zero. If the length of any one segment is bounded below by a constant, then acceleration can be chosen high enough to ensure that arbitrarily close to 100% of the segment is at full nominal speed. For example, for a minimum length of 0.1 mm, speed of 60 mm/s, reaching speed in 10% of the nominal segment time (1.6 ms) would take an acceleration of 360000 mm/s². So, not happening.

On the other hand, with very low but nonzero (classic) jerk, just to handle the matter of smooth curves approximated by small segments, this might be practical. Just looking at 90 degree cornering between segments long enough to run at nominal speed, to match the time spent cornering with 60 mm/s speed, 20 mm/s jerk, and 3000 mm/s² acceleration, it should only take 4500 mm/s² acceleration (original, scaled by 60/(60-20) to account for having to decelerate/accelerate to/from 0 instead of 20). This is completely reasonable.

How small can jerk be without breaking motion for approximations of smooth curves? As the number of segments approaches infinity, the lower bound should go to zero. For a circle approximated with 15° steps, one component of the change in velocity looks like it can be around 25%, so "25% of nominal speed" seems to be what you get. Oops. For 60 mm/s, that's 15 mm/s. Not very low at all. I may have gotten this math wrong; I'll review it later. But it doesn't look good for declaring this practical.