Re: Teleport. I use these house rules, which are designed to eliminate the tactical problems and mitigate the strategic issues without completely nerfing the spell.
They are pretty good rules. They don't quite have the "tardis effect" but:
"Teleporting characters or objects disappear instantly, but teleportation takes a number of rounds equal to the number of miles traveled (minimum of 1 round). During this time, characters at the destination of the teleport can make a Spot check (DC 20). If the check succeeds, they are aware of the incoming teleport."
does a great deal to balance the spell (all by itself) by making relatively unsuitable for short duration buffs and "risk-free" surprise attacks. Add in the shorter range and the spell is much more difficult to abuse. It's probably a better fix than the AD&D 1E risk of death (as 1E did not have a "teleport without error" option in the PHB).