It alleviates the player of decision, because it doesnt impose any cost on making a mistake....Without possibility of failure the freedom is obsolete.
I agree with you in theory, but if you take your argument to the ultimate extent, one should only play "hard-core"; that is, when you die, you stay dead, your saves are wiped out and you must begin a new game. One could say that there is a spectrum of immersion from 0% to 100%, and let us say for the sake of argument that 100% = "hard-core" as stated above. The question is, where on the spectrum do the game developers draw the line, requiring some minimum degree of immersion? It has been said of many RPGs over the past few years that they have been "dumbed-down"; i.e., the minimum immersion point has been set rather low. One of the appeals of Nehrim, and presumably Enderal, is that they are not "dumbed-down." Of course, since they are not being sold commercially, they do not have to appeal to the lowest common denominator, and those people who played and enjoyed Nehrim are self-selecting for an RPG that is not "dumbed-down."
So, how do the game developers decide on a certain minimum level of immersion? There are trade-offs for increased immersion; the time and cost of development, the file size, and the playing time. For example, in Nehrim, some people objected to the red/green quest markers. However, without the quest markers, one might have more immersion in the game but more clues would have to be provided to locate the quests, requiring more development, and especially, much more of a translation challenge. So in the instance of quest markers, the developers chose practicality over greater immersion. (perhaps Enderal will be different.) So, in terms of travel/transportation options, you would like to force a high level of immersion, whereas I would urge the developers to set a lower level (i.e., some fast travel/transport) for those who don't need the same level of immersion that you do.
The thing with mark/recall-spells is that they usually make the paid-for travel obsolete once obtained. What do you think about a recall-spell that teleports the player back to a waypoint from where he can teleport himself to waypoints throughout the country, especially the dangerous area where no "silt striders" can go.
Well, using Nehrim as an example, in addition to the specific location spell, one needed to have a teleport stone which was consumed. Early in the game, when doing initial exploration, one had few of them, so they had to be used sparingly, with thought. Later, when much travel was over already known routes, more teleport stones had been accumulated, and they could be used more freely. Waypoints? I don't have any opinion.
(We'll have something way more exciting.)
Dragon taxis? A newly discovered dwarven/star people underground railway system? Giant "Dune" worms? Ahah, dwarven Segways!