Well one way to deal with this is to keep the initiative rules in mind.
Characters are not in initiative order until two conditions are met: at least one side is aware of the other and is able to interact with the other side.
So the wizard scries the fighter. The wizard buffs. The wizard teleports (quickened or otherwise).
Then you roll for initiative. (Depending upon how obvious you view teleport to be, you might make the fighter make a spot/listen check to avoid the wizard getting a surprise round). If the fighter notices the wizard and wins initiative, he has a chance to either flee (helm of teleportation, on foot, or by whatever means he has available to him) or quickdraw his sword and lay the smack down. (Giving the fighter a ring of spell storing with quickened true strike, an energy burst scythe (or heavy pick or mercurial greatsword), power attack, and Power Critical would enable him to (probably) lay down enough smack to kill the wizard in round 1).
Scry+teleport doesn't mean automatically gaining initiative.
Other than that, the fighter can move around. If the wizard scries him sitting in his chamber then spends a minute buffing, it's possible he could have moved by the time the wizard teleports in--maybe he just moved to the liquor closet to have a glass of brandy, maybe he moved to the chair that's in/out of the sun, and maybe he left for dinner, an rezendvous, a council, or the toilet.
The fighter can also get a good amulet against location and detection made. (No character with powerful enemies should be without something like that unless they have allies who can cast detect scrying and/or mind blank).
The fighter could also pay to have his chambers protected by a forbiddance spell.
You could also institute house rules about mundane materials blocking scrying and/or teleportation. Perhaps mixing gorgon's blood in the mortar protects against teleportation and gilding the room (or putting a thin sheet of lead behind the wallpaper) prevents scrying. Such rules were in 1e and 2e.