I didn't say they had no place in the game, I said they were too low level for the benefit/advantage they produced.
As for Teleport & Raise Dead specifically:
Teleport - while you can deal with it, you can only do so to a limited degree. Once you've invaded the BBEG fortress, say for recon, you can teleport at will (barring ridiculous provisions against it) for hit and run tactics. It's cool the first time PCs do it. It becomes tedious the sixth or seventh. It also feeds the "you must pick these spells" meta-game approach. Finally, while your suggestions are good, a real issue for me is that once I spend more time planning around the PCs abilities rather than working on adventures & NPCs, my fun-quotient as a GM goes into the crapper.
Raise Dead - cheapens the whole experience. Raise Dead shouldn't be equivalent to a heal spell. The death of a character should be a big deal. There are a variety of additional mechanics available ranging from Action Points, to Fate Points, to Cheating Death rules that are more thematically appropriate to thwarting a bad roll than the following, all-too common scenario:
<Distraught PC> Sniff. "Bob's dead!"
<Unconcerned PC> "Medic! I mean, cleric!" Looking at Distraught PC, "Seriously, don't sweat it. He's just dead. He's died like 5 times already..."
<Distraugh PC> sniff, sniff "REALLY?!?"
<Cleric PC> "BE HEAAAALED-AH!!"
Bringing back the dead should be 7th level or higher spell (3.x/PF). Raising the dead shouldn't be something that someone at the high-end of MID-LEVEL (and that's pushing it) should be able to do. IMO, obviously.
Well, my main point is that Raise Dead doesn't really break the game/GM's adventure. In most cases, the GM didn't even plan for a PC to die. So it ultimately gets the party back to normal.
Bear in mind, I don't disagree with making Raise Dead a rare event. But on the other hand, countless video games (even Oblivion, ultimate CRPG sandbox) have pretty much gotten most people over the curve of dying just means you respawn back at the save point.
But it's just not a game breaker. In fact, statistically, if you took out Raise Dead, your party would be lower level, because eventually each PC would hit a fatal encounter, and have to roll up a new one.
From my perspective, your beef with Raise Dead is a flavor issue. Just as some folks have a beef with Superman flying PCs.
I'm not concerned with Flavor, because if the rules have the game element, then that IS the flavor.
I am concerned with game balance, including as you allude to not over-nerfing something that really is a good idea.
I don't want to have to build every encounter to negate a list of game breakers. But I do want tools to fairly negate them at times.
Here's some more Negators I just thought of, BTW:
Teleport negation:
enemy location is mobile
Flight negation:
enemy is also flighted
enemy has longer range weaponry
For myself, Flight or Teleport hasn't come up as a problem in the games I've played or run. Maybe my group just isn't that clever. I'll talk to my GM, and see what he's seen, as I'm curious.
What I hope to get out of this discussion (and I have) is a list of these "game breakers" and some ways to negate them when it is fair to do so in order to raise the challenge level.