I said one is an extreme example, and the other is not, the only reason I am using the example is to illustrate that the same argument people use against the convenience of teleporting, can be applied to any feature in the game that affects exp/hour gain. I used a ludicrous example to illustrate a point. Plus I was only using someone else's analogy
For example:
Proposal: I don't like X convenience (time saving feature: teleports/FATE grinding/duty finder), because it diminishes my sense of immersion, enjoyment, skips content, etc
Argument: Ha! I love that convenience, if you don't like it, just don't use it, nobody is forcing you to use it, so why is it a problem/needs to change
I'm just arguing that the above argument is flawed, because I can extend it to anything, including increased exp gain conveniences ranging from little things like food (OK) to not ok (eat this food for free exp, pay to win?). Because if they added food that gives exp, would you think it's wrong? If they said, "well if you don't like it, don't buy the food!". Ok maybe it's expensive, what if it wasn't? They can still use that flawed argument, don't buy it if you don't want to!
Well teleporting is cheap, convenient and it nets you faster exp, I think it should be restrained a bit, I also think it would make the world more immersive - so I'm a bit peeved when someone uses that argument, and I am a bit lost as to why you're being picky about the extremity of my analogies.
If that example is too extreme for your tastes how about less ludicrous example, how about if they added a convenience that allowed me to level up other jobs while playing another job at an increased rate (to say half my current level). A lot of players would love the convenience, but some would argue that, hey that's too cheap, starter zones would be empty, you're skipping half the world. In that sense we players and developers would come to a consensus that this convenience affects the game's exp gain balance too much. Players who like the convenience can't simply use the flawed argument, that if you can choose to use it or not, the convenience should be left in the game for them.