Al said:
Banning the aforementioned Transmutations changes the game totally, in a way that scrapping the Evocations don't. Getting rid of Teleport means that the campaign scope has to really zero in on one area of the world (unless you can be bothered with 180 days of random encounter rolls...) and Fly significantly changes the way mid and high level PCs can deal with encounters and difficult landscapes (not to mention land-based non-ranged monsters). Your game, your changes- but these two spells are among the most significant in terms of overall game-impact at high level.
Sorry that I disagree with your opinion.
Size-altering spells, polymorphing spells and fly spells are generally transmutations (while teleport spells are conjurations under 3.5), but the Transmutation school has so many spells that removing those won't screw the school up.
For size-altering and polymorphing spells, instead of removing them completely, have you [the original poster] considered about restricting their use to objects (non-living, non-sentient) only? I think your troubles are with PCs changing form or size, but those spells still have usefulness even if allowed with objects, and those use are generally more creative than simply buffing up your friends.
Fly spells won't break the game if forbidden completely. If what you dislike is flying combat, which is also difficult to run, no problem in banning them. After all, it rarely happens to fight midair in famous adventures/movies, and when it happens (see Dragonball) it usually becomes very repetitive.
Teleport spells are a classic addition to D&D. However, you won't be the first to ban them. There are great opportunities if you try so.
1) you get rid of many munchkin tactics
2) you are not compelled to have creatures with these spell - such as many outsiders - always vanish one round before defeated (which they should do if not stupid)
3) you will still need to travel even at high-level
Especially the last one is the most important IMHO. Think about LotR and how many months it takes the characters to travel through middle earth... it makes a campaign more interesting (many things can happen during the trip, you can't just skip a continent and reach the villain's chamber a second after buffing yourself up) and more realistic. It gives the opportunity to say that it takes years and not days for a character to go up a level, and it gives a lot of downtime for crafting items or to consider spent in training. You don't have to run the whole trip, the characters may take a month to reach destination but the DM can simply say "you travel one month and reach the town of bla bla...".