Following up on this tangent - for a long time I hated hp as a combat resolution mechanic. 4e, for me, has shown me how a game can be successfully built around them, embracing the gonzo "action movie" flavour and making it fit into a coherent game rather than push against other, gritty mechanical features.I bolded your comment about hit points because -now that I have some experience with how other games handle HP- I find myself unhappy with how HP works out in D&D.
Returning to teleportation: it tends to make the game non-gritty (by making ordinary movement modes redundant) and it also gives the players a lot of power over scene-framing (because with long-distance teleport they can take their PCs where they like). If it's going to be part of the game, these implications should be thought through. (For example, the game needs to make it easy for the GM to work out what the players find at the other end of an unexpected teleport - otherwise teleporting becomes equivalent to "killing the session dead", which is a silly mechanic to have in a game.)