From what I've heard, the new Golarian book has the Teleport redirect spell (with a fairly large area for high level casters).
It even has examples of permanent versions (and their cost), primary example being the Pathfinder lodges.
So any really paranoid person can lock themselves up in their headquarters and pretty much lock down any teleporting nonsense.
Otherwise, the original methods of preventing scrying still exists (nondetection, mind blank, clever contingency use, simply keeping as anonymous as possible, etc).
The Master Spy is actually VERY good at avoiding being detected. Permanent Mind Blank effect and eventually being able to assume the "aura" of another person so that you fool all divination magic to seem like that person instead. This is among many, many abilities to remain completely undetectable and unrevealing, even against magical attempts to discern the truth.
There may be others, but as pawsplay said, it's simply something that doesn't happen all that much on the player side as it takes a lot of work to pull off.
I'd only worry about it on a big bad evil guy, and even then, it'd have to be a guy who isn't terrifyingly powerful enough that even surprised he's hard to handle.
Sometimes, the best approach is to force the players into using the "cheap tactic" just to catch an even footing with a much more powerful foe.
*Edit*
Ooh, forgot magic items.
Ring of Delayed Doom: Prevent nasty effect that allows a save so you have a chance to respond to whatever crazy attack they might try.
There's some Ioun stones that work good to protect you from magic. Scarab of Protection, etc.
If anyone has the new world guide books, they might be able to tell if there's any more spells or other things that protect against scrying and teleporting.