1. I completely agree with your first point. A player will have no success if the only move they can do is teleport. As you say, the defense can just keep a close guard on the opponent's teleporters.
2. So what if you get offended if someone teleports for the final goal? Everyone has their own personal qualms. To be honest I don't see how a teleport could be more frustrating than something like an ariel shot. An ariel shot is EXTREMELY easy to set up and is entirely based on luck. Whereas for a teleport you actually have to get into position and find a hole in the defense to execute it.
3. You said that teleports give Kritter no chance to block it, whereas other tricks do give him a chance. You are wrong. If done correctly, ANY trick will go in 100% with no chance of Kritter blocking it. And if done correctly the same is true for teleports. That is why it is up to the defender, not Kritter, to block trick shots and to stop teleports.
Also you claim that players will use teleports because they are afraid they will not make their other tricks. This is only true in one scenario in which you have a free move. This scenario is relatively rare compared to all others in which the trickster is constantly trying out-maneuver the defense. Teleports simply take too long and are not viable if defense is being played correctly. So sure, in that ONE scenario the trickster may choose to teleport if they don't want to take an unnecessary risk.
Lastly you say that you don't think teleports are bad yet you believe they should not be used constantly. That logic is flawed. If the defense is incapable of stopping teleports then the offense should exploit that weakness just as they should with any other fault in the defense. It is up to the defense to defend properly. The offense DOES NOT have to nerf themselves to accommodate for the deffense's weakness.