I've used the Teleportation pool on both live and Homecoming, so I can share some thoughts:
Recall Friend: I have barely had the chance or need to use this on Homecoming. On Live, it was primarily used for specific 'get to the end' missions or in cases of player defeats where the player couldn't rez safely. Both of these (and easy travel options for zone crossing) has reduced it's usefulness. I have also not been able to get it to work reliably for pets that have been stuck or otherwise left behind.
Teleport Foe: My favorite power of the set. This may seem odd to some players, but I find it as useful as a Taunt as it is to catch runners/ isolate targets. My attitude may just be as a result of playing the power as it is and not having a preconceived notion of how it should work. I dislike it's base accuracy.
Teleport: My least favorite travel power. I dislike the endurance cost. I miss the precision of the other travel powers. Going long distances in straight path is ok, but that is only a fraction of what I want to do when traveling.
Team Teleport: The utility has always been limited, so I have never taken it... or if I have I respecced out of it.
Long Range Teleport: Even as a veteran player on live I loved this power. However, my time on Homecoming made me realize this is simply not a necessary power. There are just too many easy ways to get across the universe (SG bases, P2W powers, LFG hacks, etc) that I have long dropped this as a power choices. It also bothers me that the Hazard zones are not valid targets for the power.
I always resist offering suggestions, but I do feel that there is at least one unnecessary power (LRT) and possibly a second. I think LRT should be replaced with *something*, either a damaging attack of somekind or something like a status/debuff. As of now, the pool is one of the most boring choices and worse yet if this is your Travel power pool there may not be a good second power for you to take!