I would say that there's nothing wrong with the fighter being unable to teleport, per se.I'm not saying that magic is not powerful. It is, obviously. I simply disagree with the idea that casters are far and beyond more powerful, that a fighter is pointless or needs to become yet another caster in all but name to compete. The game wouldn't be D&D without magic. But if someone can cast teleport in the party, why does that make my fighter less and not just different?
The issue is, as I see it, that the fighter is mechanically enabled to hit things.
The wizard, however, can do well in all aspects of the game, including hitting things. I'm not interested in debating whether the wizard is better or worse at hitting things, unless you think that the fighter so vastly outclasses the wizard at hitting things that it easily equals the wizards power and versatility.
Let's say that fighters got a few extra perks at high levels (11+).
A capable mercenary company at their beck and call, which doesn't require upkeep.
Maybe the ability to craft a few empowered items from trophies taken from powerful slain foes.
Keep in mind that you're free to engage with these perks or ignore them, as you prefer
Would that in any way impinge upon your enjoyment of the fighter? (And if so, why?)