They feel good for (teleporting the party to the adventure locale, finding information on it via magic, or plane shifting the party there or whatever).
But the DM had that already planned. It's all really an illusion. It's the caster expending spell slots, in a way the DM had already accounted for (and indeed intended on, because he's savvy to high level play).
It's ONLY ever an issue with DMs who are unware of high level spells like that (due to inexperience) when they plan an adventure, the whole point of which (going to the Astral plane, or getting to the top of the tower, or finding the hidden island etc) is easily defeated by a single spell slot and a click of the fingers.
When you know what your PCs can do, you can plan for it in a way that leaves them happy (even though all you've done in reality, is charge them a Spell tax before the adventure is even off the ground).