Arguing about the travel time or rules is kind of missing the point. Which evidently I was not sufficiently clear about in the OP.Let's just say it cuts out some potential story space and limits the DM's options. I know I was a little frustrated when my players took the teleport spell. Anecdote time: we were playing through Rise of Tiamat, and we had gotten to Xonthal's Tower. In this chapter, the PCs search a tower full of dragon cultists for an artefact, and the climax of the adventure is that a blue dragon--a returning antagonist that the PCs should theoretically get some satisfaction from defeating--arrives and lands on the roof. Only, my PCs never even knew the dragon was there, because as soon as they got the item, they cast teleport and left.
Do you think, then, that going straight to "we should never travel" is the best way to fix it?
I don't see creating your own teleport circles as a big issue in most APs because they usually have the need for travel factored in. They'll either give the PCs an opportunity to get a ship or mention that there are already teleport circles in the major locations or something similar. And if a group really feels that it's negatively impacting their fun, nothing stops the DM from giving them a magic item that would bypass the need to spend a year on casting the circle. I feel like a minority of groups would really need that in order to enjoy the adventure, though.
(Also, my first campaign started with the Tyranny of Dragons adventure path, but instead of starting over when we finished, I added another arc afterward to take the PCs up to level 20. That was when we had the year of downtime.)
But it is more cost and time effective in the Rules (per Xanathar's for crafting) to create an item that replicated the effect than to use the spells as given.
That and comparing the costs of making those spell permanent and the costs of items and scroll make very little sense either, other than gatekeeping. The DM can do gatekeeping.
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