I'm looking at the lower end of the paragon tier, so nothing too high end - around the 10-14 level.
Thanks for the help! Really useful.
In Adventurer's Vault, they added Breaching Armor, which is available starting as a level 3 item -- it lets you teleport to the other side of a wall (up to 10 feet thick) with no line of sight. So blocking line of sight is no longer sufficient even at low levels.Teleportation prevention is sort of built-in at lower paragon tier, because as mentioned above, you need line of sight for short-range teleport powers, and long-range teleport ritual requires the presence of a teleportation circle (not to mention knowledge of the sequence of runes for that circle).
Maybe it isn't the most helpful advice, but if teleportation is too much of an issue for fortresses in the gameworld in general, they're going to end up full of deathtraps.
Bottomless pits, slippery slopes, alarms, you name it.
Bamf = dead.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.