My group found PF during the beta and have been playing since the official release. Its not perfect as no system is. But it meets our needs, and we enjoy it very much.
As for the spellcasters pacing my games? Never been a problem. The DM has a few really good tools to prevent this:
1. Time sensitive objectives. Sure you can rest but if you take too many days Bowser kills the princess, or the darkness overtakes the town and the adventure fails. Sure you will look great for those encounters you participate in, but you will fail at being a hero.
2. Camping in the wilderness and ruins is dangerous. If your mages go nova and leave nothing held back with the expectation that they can just rest. Sometimes they may be right, but sometimes they are not. Random encounters occur, and sometimes the big encounters occur when the party is camping. The mage with no spells will nto contribute to that fight. the end result is one of two things. The mage will stop going nova, or they will just suck in that fight and everyone else will get a chance to shine. Either is cool with me.
2. This is a vatriant of time sensitive but sometimes the group is trying to catch someone or run from someone, camping all of the time will result in failing at wither objective.
As far as teleporting, I say go for it. Everyone benefits from that, and there is a chance of error. The most important thing to remember though is that time marches on. If your players are taking weeks cutting through the encounters 1 at a time and resting, let the bad guy acomplish some of his goals while he is waiting, repopulate rooms, change seasons.
The casters don't dictate the pace of anything but themselves (and the party if they let the casters do so). The game moves at the pace the DM sets, the casters can ration their spells to meet that pace, or they can suck for some of the encoutners once they are spent, or fail at missions.
But thats just how I do it, YMMV
love,
malkav