Why just don't log into albion. Don't wanna be rude but while i agree on the problematics i don't think a solution is to make MO2 full themepark mode.
The concept you offer violates a lot of core concepts that make the game run and i do not mean afk running on a barren world.
In a perfect world i'd like to see players selling ghost portals to other towns, as a service. Its understandable that if you rather transport materials from one town to the other you are going to actually travel, because thats what the game is, being and doing shit in the wilderness, taking the risk.
Teleporting gear or mats would defeat the concept of the game itself and turn it into albion, without the pve and the rest of the world's design to back that up.
Now, not opposed to ghost portals. If someone wanna get fast to a region should be able to access a priest portal with a proper ingame cost, i rather see it as a service provided by players but people is hesitant to imagine new and more content for players instead of npcs.
Game is based in regional conflict/economy, thats enough reason for not letting anyone transport any sort of material, i think anyone that plays this game understands that, regional" concept needs to be reinforced instead of crippled.
The idea is not that anyone can gear up and just travel through a teleport and be at a hotspost so the zerg action hits in, the idea is for players to contribute to a local economy (when and if in need).
Idk, spiritists can make portals. I don't see how they couldnt" make portals to specific regions and selling that as a service, i mean i can even imagine how to implement such feature.
Have to scribe region portal into a book doing whatever activities, dungeons, puzzles or whatever, all mayor regions, common scrolls, lost priests harder to find scrolls.
Once specific regional scroll has been scribed and all skills are set a spiritist should be able to open a portal to whatever region (priest) and depending on the skill proficiency the amount of acurracy on the teleporting.
Low skill lvl teleportings can fail. 10-40 can't cast, 40-60 chance % to teleport to any random place (fixed/procedural locations), 60-80 lesser chance of failure, 80-100 closer distance to selected region/priest, 100 - 99% chance to teleport to location, 1% complete fail.
Cost of teleporting? Reg based, depending on the area the required materials and even best if the use of regs is optional and affects the outcome (people would have to find the recipes). Example, teleport to meduli town priest, regs required 1500 saburra powder, 500 water, 100 sea dew, 100 bor, 3000 human carcass and 100 jadeite.
TP to meduli redpriest, for example.- 1500 saburra powder, 500 water, 100 basileus and 100 steppe needle, 100 nitre, 3000 cougar carcass and 100 jadeite.
TP toxai, pirum, granum powder, fishes, wood.
TP tindrem, common vitis, capsicum, etc.
Teleporting should be a commodity, and it think every content should be added into the game for players to create/use/offer rather than static portal-gates in fixed locations.
Spiritism is an example, that class is expensive and already rewarding. But ghost portalling or tp could be in hands of any magic school or a new one, or something completly apart. I don't really care how its justified to exist in the world aslong as its player made-used"