Let me preface this...
Like some of you, I was ecstatic about the new Survival mode. I was very supportive and rather argumentative in favor of why some of these changes are needed, sleep to save and no fast travel, in particular..although this thread is only directed toward the latter. Anything that would add some difficulty or more micro-management to a relatively over-simplified RPG pleased me, so it sounded great...in theory. With that, the past two weeks, I started a new character and set out with the intention to try out some of these restrictions in advance only to get a feel for them and how it might possibly change the game. After playing for about 40 hours so far on this character, this is the problem I want to address...
Fast travel is a system of travel that the developers incorporate into the game design from the very beginning of development. As soon as they know that fast travel is going to be a part of the game, it is already too late, because the game will become designed around that particular system of travel as they know players will use it as much as necessary. As per that intent, all the quest givers in the game become aware of this system and why a lot of the times they send the player off to a far away area on the map for some menial task (like it's just around the corner) or to kill some raiders that are, somehow, being an annoyance to a settlement way over on this side.
In Skyrim, this would have been at least a little more feasible and entertaining, as there were carriages in the game that could transport people between the various holds, not to mention player-controlled horse travel, which there is neither of in Fallout 4 (There are Vertibird taxis, yes, but their use is severely limited in comparison). But, it's more than just being able to save time traveling from place to place. If the game was designed without fast travel in mind, the designers could stop and think a little bit more about the places and quests in-between, make them a little more memorable and less repetitive while tying them together in order for the players to further believe that this is a seamless, working world and to be able to forget that there was ever a want, much less a need, for fast travel -- That is the most important part -- Make the players forget about wanting to just get to the destination as soon as possible, make the journey worthwhile and make the world itself worth walking through.
As it stands, this removal just adds a tedious and tiresome process to playing the game with all the back and forth traveling when the quests and world are still built upon a fast travel foundation. I understand what they are trying to do, and I'm in favor of that, but it has to start from the beginning of the development process, they can't just take it away after building the game around it then expect it to work as if it was intended all along.
Personally, I've never liked fast travel in most games and don't ever use it right away, but it's too hard not to when games that have it all but demand the players to use it. I'm kinda surprised I feel this way after strongly believing it could work.