Then, how do you explain the fact that the Jump spell, which often will not work because the roll is failed, is a second level Per Encounter power whereas Misty Step is a Class ability? Auto-teleport, 3 spaces up versus a chance to jump up 3 feet. Ethereal Stride works every time and is also a second level Per Encounter power, and also gives a bonus to defense.
How is this balanced when compared to the character who invested in movement skills like Athletics?
Athletics is an AT-WILL ability ... tied with certain tricks tied to class, you don't need to rest every 5 minutes to get it back.
Teleport is handed out like candy at low levels. How does this compare to Jump (either the skill or the power)?
Which class gets teleport like candy? Warlock. It's a striker [unlike the wizard] and thus needs maneuverability. The ranger gets movement powers as well, but as a non-magical person, he gets it via shifting. Wizards, outside of being eladrin, don't exactly get access to teleportation, and other members of the party may also lack it. For those characters, jumping as part of athletics, or using the spell, are both posibilities. Interestingly enough, getting ONE person across the pit doesn't mean the entire party is across the pit. Getting the warlock to where the bad guys are isn't a good as say, helping to get the defender to where the baddie is.
Teleport is typically more potent and useful than Levitate, but Levitate is 6th level.
Ok, this I have to question.
Levitate can put you out of melee range of most creatures, unless they have a reach of 3, or they can fly. And, if they aren't flying next to you, or have threatening reach, this also puts you out of OA range of them. All of those things are GREAT for a wizard. You can levitate the ENTIRE COMBAT, vs. teleporting once.
But, you accept Teleport as balanced.
Teleportation is just another form of movement ... there is a LOT of movement in the game. While it's given out like candy, it's given out to specific races and classes.
Part of the problem with 3.5 was that the wizard was the one who got to be good at anything, as long as he was able to put the spell down and prepare it. Wizards get some tricks in 4e that no one else can do. Warlocks get some tricks, that no one else can do, etc, etc, etc.
And is your argument that "well, they broke teleport, so why not just break everything else?" or is it that teleport is not broken, and neither were the other effects? Also, as of Adventurer's Vault and Martial Power, they are reintroducing concepts like the Animal Companion and summoned monsters. Certain tricks were taken away from the wizard simply because, the wizard did everything. Any magic user that came after the wizard was, for the most part, a specialist wizard knock off of some sort. So, the wizard and warlock split up some of the powers, and when, for example, the bard comes along, suddenly illussion and enchantment can have a good home.