It all depends on the objective. Generally I just have stat blocks of the creatures they'll be fighting, plus a few more that I can really just throw in at any time, and I make them fight when it seems they would (this is for a campaign where my characters are teleporting across the world multiple times in a day.)
But if you want them to wander into a map that you have set up, rather than having to make a lot of stuff up on the fly with just a few stat blocks to guide you, I'd go with thoughtful owl in saying just give them reasons to go where you have planned. It is their choice, but generally saving the princess from the temple of evil is more fun that exploring some ruins and killing some lizardfolk.
As for modifying the spell itself, I'd say don't do it. If you don't want that kind of mobility, I'd just severely restrict access to or even remove most mobility spells, because you'll be running into teleports, planeshifts, etc. in the future, and changes in wind walk won't help against these, but small changes in the way your missions are conducted will.