How about you velocity is matched relative to whatever surface you were closest to at the time.
So you teleport from a train, you are nearest the floor of the train and your velocity in relation to the floor of the train is zero, so when you land on the earth, which is also spinning and moving through space your velocity is matched to it so, you don't flying across the room.
Same if you teleport north or south. Or from a plane that is in a nose dive.
But say you are falling the nearest surface is either the ground, or a wall/cliff face you are flying past. So when you teleport to the ground, you either hit it at the same velocity. Or end up flying horizontally across it at high speed.
So as long as you are stationary relative to a surface when you cast it you are fine. But if you are falling or running, you maintain that velocity.
No need to calculate the spin of the earth or the speed of the train, and you will probably have already figured out the falling damage in the other cases. That's what I would do, seems simple, doesn't make the spell over complicated, and doesn't nerf it too much either.