well, i'm not sure what the furor against teleport is about. until you hit teleport without error or teleport circle, there is always a chance that you mis-jump... it's in the tables. plus, it takes a minimum of an hour to achieve the relative safety of the studied carefully result. a lot can happen in an hour.
furthermore, and in spite of greater teleport and so forth, there are teleport traps, tracing teleports, wild magic interference, faerzress interference, and the limited range of a teleport. if you gate or portal a party outside of the range of any places they know, unless they have some form of remote viewing with decent range, they are stuck - not everyone knows scry.
i have a party that can teleport now, but for some reason they don't have any form of scrying, which makes it fun. they've wound up riding horseback several days journey, having to use line-of-sight teleports to get across a mountain range, getting towed through the sky by a dragon, and mis-jumping while attempting a teleport in the underoerth. and even though they found a teleport locate for their next intended destination they somehow managed to get tangled up and emotionally invested in a locally-based plot, and so they aren't willing to leave until the finish off the whole deal.
and by the time a party has reliable access to greater teleport, i think there are other more pressing things to worry about than being able to jump from place to place instantly.
come to think of it, based on the greater teleport description, if the party picks a place that happens to be in a dead magic zone, wild magic zone, anything that blocks access to the astral plane, or under some sort of dimensional lock effect, even a greater teleport will simply fail. something to keep in mind. i wouldn't take it away completely, but the occasional, 'sorry, but the spell fails' is good for the party.