Treebore said:
Your right, it isn't easy to counter scry/buff/teleport.
If I may add to that sentence '...predesigned in the RAW.'
The biggest issue I see with the S-B-T tactic handed to smart characters/players is that there is no counter handed out to the GM. This leads to a number of inexperienced GMs and most written modules never taking the tactic into account..
Which leads to many peoples opinions that the tactic is broken.
The answers are to alter the tactic itself {as shown upthread mutliple times} or implement an easy counter. The easiest counter is to design a spell that is often tied to a {Un}Hallow with the effect of shunting arriving teleporting characters to a specific spot.
Now there is a simple and effective counter, most mid to high level lairs will have one..and the high level characters can get close to the enemy before having to drudge through the mundane adventuring stuff.
The options for the design of the counters are virtually limitless.. perhaps an area is protected from scrying, perhaps scry spells are redirected into a programmed illusion, perhaps the teleport triggers a dispel magic on the arriving characters... lots of interesting, custom counters!
[sidetrek]regarding the Midnight setting. Its shorter to give a story reasoning like the 'Sundering' then listing every potential implication. This allows GM's to extrapolate the settings mechanics instead of having to refer to a huge list of 'doesnt work here' items.
I prefer a game world to have a history, and expect that history will be included in the Campaign Setting book. Makes it easier to handle the fictional reality

[/sidetrek]
regarding 4e and S-B-T, I thought I saw something early on about changes to the buff line of effects... no real crunch tho
