I think we should be more wary than we are of the effects convenience-focused changes have on overall gameplay experience. That's not to say this item shouldn't exist, but maybe the variable cost of using it should be fairly high (multiple PED?). I tend to view the variable costs of systems like Portable Repair/TT Terminals, Summon Claim, TP Chips, etc., as being too cheap, such that they mask interesting tradeoffs which could emerge in players' gameplay decisions otherwise. For example, mining might be more interesting if one had to weigh the expected value of an area's resources with how difficult its geography was to navigate (in terms of time and mental ingenuity expended navigating it as well as percentage of claims lost to inaccessibility), but while everyone is functioning in the mindset that MindArk is stealing or otherwise committing a moral atrocity if not every single claim is accessible at the click of a button, the decision of where to mine loses an entire dimension and becomes far less interesting (note that the less convenient system doesn't have to mean worse returns collectively, as MindArk could take a lower baseline cut knowing they will profit from lost claims, it just means better correlation of an individual's returns to the decisions they make over a more interesting strategy space).
Similarly, if some mobs are farther from towns than others, there could be a more interesting planning component in the strategy of where to hunt, but if we hyperoptimize for convenience such that an avatar can warp to any geographic location and even TT/repair/auction at any time at negligible cost, then there is some important aspect of the game's future potential that is lost.