That's a good point: it IS awesome. Never let the rules get in the way of unadulterated awesomeness.
I tend to disagree.
The PC probably could have teleported across in the first place, and used the rest of the attack of the power.
But the player decided to try the jump, possibly to save that power for later.
As part of the move action, he got thrown back. The DM gave him a save to do the "Oh shoot, I'm SOL, plan B" and he failed the roll.
I think the DM ran this very well. He basically had three options here:
1) Totally rule in favor of the player. The concept that player entitlement overrules the actual rules.
2) Take the middle ground. Have the player roll a save. If he makes the roll, he succeeds. If he fails the roll, he fails. This is the choice the DM made and I think it is a good one.
3) Take the other extreme. Follow the rules strictly as written "when the move action is over, then the player can use his standard action". The DM was totally within his rights to do it this way as this is RAW. The player
should have been totally ok with this ruling as well because it is RAW.
But, this player got upset because he didn't get his way. He didn't get #1.
Some players are just whiny, but some players are taught to be whiny. If the DM does #1 a lot, then a player will be taught that the DM should always give in to the player's little whims and desires.
Personally, I think a good DM mixes up #1 through #3 above. He sometimes awards players for creativity when they try something really spectacular (personally, I thought this idea wasn't anything that special, so I wouldn't do #1 in this particular case, I'd save it for something REALLY awesome by the player), he sometimes have them roll to see if their idea works (the middle ground which should often be considered by a DM for an unusual attempt), but he mostly follows RAW (the consistent path for the vast majority of situations). But doing #1 every time is not the answer. It just leads to players walking all over their DMs and feeling entitled.