Jogging and running cycle are two different beasts. Both of them has different forms.
For jogging, the back leg that are moving to the front aren’t that straight. If someone is racing, or doing sprints, then that would make sense, but not for jogging. Just a slight bend for jogging, and less of an hip angle to the back.
When someone sprints, they tend to also have front legs straight out too, but jogging, no, so you got that right. Sprinting/running, the hip angle of the back leg is more extreme, which is what you have in your jogging cycle.
I’m an amatuer runner, and I know it’s bad form to land on your heel, instead, they land on the ball of the foot. However, for the sake of animation, it makes sense to have a little heel strikes, but in your animation it’s a little too severe. Imagine putting a mesh over that foot, it would be impossible to achieve that angle. Just a tad bit of an angle on heel strike will do.
The hips are moving side to side, but not back to back. You need more rotation there.
Lastly, bring the feet a little closer to the center of gravity. They’re a little too far apart.
My experience in 3DsMax (ugh!! I am ALWAYS messing up the planted key/free key…drove me bonkers for weeks), is if you have the planted key, just move it a little towards the center, key it, and it should look a little better instead of the character running side to side. If you want better reference, let me know, I can upload my sprint running cycle for some help.
Good luck!!