I bought Trine 2 for a few bucks on a Steam sale and I can't say I'm terribly fond of its controls, either. That game is a bit more methodical than LBP, though. Trine 2 also features some hack-and-slash/shooting elements to break up the basic platforming.
As for LBP's scores, I believe those were predicated on the strength of everything BUT the platforming -- the robust creative suite is commendable in its own right. But it's like Media Molecule focused on everything, and delivered everything, except the most crucial element of all: the platforming. If they can dramatically overhaul Sackboy's handling in the inevitable LBP3, the series could become something truly special.
In the meanwhile, the only platformer I'm concerned about is Puppeteer. Make it fast. Make it responsive. Provide a strong sense of precision with each jump -- air-control WITHOUT feeling like you're in zero gravity, and running jumps WITHOUT feeling like you're a jittering sack of potatoes. We should be able to turn on a dime, especially if we're to chase our head when it falls off, lest we die in three seconds. I want to be able to fly through these levels, once mastered. That's the real measure of a platformer's worth -- can you fly through the levels skirting death left and right, once the controls are mastered? Is it effortless and second-nature, a zen-like display of concentration and skill?
They've perfected the imagery. Now Puppeteer has to prove they've perfected the interaction.