This is looking much better.

I like the timing of the successive bounces as they decay.
Since we're trying to go for classic bouncing ball in this exercise, here are some items .
(This screen shot will look a bit weird. To save time what I've done is use "echo" in After Effects to make multiple frames show up at once, and then slid your animation sideways so they wouldn't pile up on top of each other. But we're just concerned about
vertical movement for now, this will do.)
(BTW, you can use "Onion Skin" in A:M to see multiple frames on screen before you render)
[attachmentid=16055]
One missing element is the the contact-before-the-squash. "A" points to places where the frame right before the squash has not reached the ground. We want it to be touching the ground, it helps make the squash that follows seem like less of an out-of-place "pop".
Do you add a frame between the one you have and the squash frame? No! Just key that "A" frame so it is touching the ground. If you leave that new keyframe smooth, it's going to drag the frame before it too close to the ground. You have to peak it and adjust the bias handles so that doesn't happen
The other issue is the way the ball leaves the ground. 1, 2 and 3 mark three successive frames as the ball rebounds up. The distance from 1 to 2 (
blue bracket) should be the biggest distance that ball moves as it is going up. That's when it has the most energy from the bounce. It's impossible for the ball to gain energy after leaving the ground and move faster from 2 to 3 (
red bracket). That interval can't be larger than what 1 to 2 covers.
That first frame off the ground should also be already stretched (the most stretched the ball will be as it bounces up). Again , it's about this being the frame where the ball has the most energy, not the frames after it.
I just marked the balls at 1,2 and 3 but you'll probably identify the same situation happening on the bounces after that now.