Even though this is reasonable from a lore / story perspective, adding "teleportation" like this would shrink the game world and markets in practice - no need for more than one refining specialist to be online at a time, for example.
Possibilities that (perhaps) would not shrink the world:
1. A long delay (10-30m) showing an animation of floating/flying while traveling.
2. A bulky or expensive "wormhole" good that is sold (or can be produced) at destinations, and then freighted to starting points (that is, 24 different kinds of wormholes, corresponding to the 24 different destinations). Using up a wormhole would allow a spark to transfer instantaneously from the starting point to the destination point. This means a corporation controlling an area decides how many wormholes to export and sell on open market.
Possibly you need a number of wormholes proportional to the agent's total spent EP to teleport (more bytes to transfer - and more markets destroyed if they move around rapidly). That might provide an incentive for established pvp corps to recruit more newbies - because they can reinforce attacked locations more quickly.
3. Connections can be severed anywhere, but they can only be reestablished at a major terminal (not outposts), and it's a headache for the megacorp that owns the terminal - you need X relation with a megacorp to teleport to that megacorp's terminal (and higher for beta), and it costs you Y units of relation (and higher for beta). This means it's only really useful for going "home" rather than "commuting", and the industrial types who would be destroying market locality via teleportation are also the ones that care most about relation ratio.