If fast travel remains in the form of clicking where you go, I want "a few" changes to it:
1) How Option box, determining *how* you want to fast travel, but new ones since DF ones doesn't "work" anymore (too small area):
* Walking (affects stamina, more stealthy)
* Jogging (affects stamina, more noisy)
* Horse Riding Fast (may bump deeper into trouble, and affects stamina).
* Horse Riding Slow (much more safe since you're able to stay unseen, less chance of ambush, but some stealth is sacrificed).
* Available services (ends up at nearest "hub", but is super safe). Need to make a new travel when you get there.
+ By boat checkbox (expensive and slow, but super safe, and only service that allows horse and cart).
2) Reaction Option box
* Avoid Combat (will attempt to avoid combat, but is affected by your speed if on a horse).
* Stop To Fight (always stop to perform any combat needed to get through an area).
* Ask (stops animation and asks you what to do, but you may get information about foes).
3) Time Option box
* Day and Night (more useful for higher level characters, or when you've gone godlike).
* Day Only (considered much safer to travel by day, due beastiary and bandits).
* Night Only (suitable option for a few selected characters I guess, so should be there).
4) Camping Option box (hidden when using services).
* Inns and safe havens (costs money, but is super safe and non interruptible).
* Outside (use own camping gear to setup a camp, but always suspectable to interruptions).
* Existing camps (pretty much guaranties a fight unless recently cleared).
* No camping (faster, but affects stamina and probably health as well in a bad way).
5) Exploration Option box (hidden when using services).
* None (no exploration is done during detours).
* Auto (marks any found location on the map, but that's it).
* Stop (stops the travel so you can investigate).
* Ask (stops animation and asks you want to do).
6) Estimations Info box
* TOT - Time Of Travel (how many days, hours, and minutes the trip is estimated to take).
* ETA - Estimated Time of Arrival (when you think you will arrive - double to ease off mental calculations).
* Cost - How much gold the trip will cost you.
* Risk - Chance of interruptions along the route.
7) Command buttons
* Set Default (makes current selections the default mode of fast travel).
* Continue (if you had an active travel that was interrupted).
* Go (will be hidden if you've made bad settings, such as camping outside if you have no gear).
* Cancel (guess
)
Travel will be shown as an animated dotted line, complete with sun/stars (time of day, roughly).
As you sleep (if needed), you'll see your health and stamina bars animate to show progress, based on some survival skill.
Travel will stop if you're on foot and you become over encumbered. Fix problem, open dialog, and choose continue travel.
So instead of the timed teleport with builtin cheats, you setup your fast travel with a bunch of options on how *you* would do it if you did it manually. Some ideas only work well if they have need to sleep and fatigue that depletes slowly over time if you don't eat etc. Using services will be safe, cost more, and can take a considerable amount of time depending on the travel service situation; are you ranked high enough to use mages guild teleportation, when does the caravan (upgraded silt strider service), dilligence, or boat, operate etc. If you chose avoid contact and are on foot or horse, you try to circumnavigate the enemy contact (also animated), and you may find new locations in the process.
Each time you click an option, a green circle will highlight around all legal destinations (or red for illegal), shrink and fade away, and leave the location icon in the highlighted color - it focuses you attention, and keeps it for reference, without getting in your way.
This is with fast travel option activated. For hard core fans, when this is turned off, we have to take notes on when the services operate etc and do everything manually. Fast travel will take a few seconds from hub to hub, but it will still be the ease of use interface wise. Best of all, the current exploits/bugs are removed (probably some new ones though, lol). The actual traveling still takes place, only at a much faster rate.
Well, those are my thoughts on an updated fast travel system from what I consider a faulty one (which is just a timed teleportation with builtin overencumbrance exploit). I'm slightly drunk too, so don't consider this *properly* brainstormed