I use follow bot to complete the following tasks; escorting, traveling long distance across terrain, compensation for broken auto-navigation code, and hauling across island after mining.
I would vote yes if follows were adjusted that a bot would stop approaching the target once it was within a set range (example 50m). When the follow target was another bot and faster, the approaching bot would never catch up and most likely get stuck by terrain. When the target is/becomes weapons/ewar aggressed then make it as you said Zoom.

Why can't we set sparks just to be used at terminals that are controlled by our corporation on PvP islands?

Standard teleports are the current means to get across islands with out sparks.

No one would care about this topic or time taken to travel for PvP if there were more players active on PvP islands. Where simply deploying from a terminal would be equal to entering a battlefield.

* Your 10 target slots become 10 "slot credits"
* Different terminals/outposts cost different slot credits:
   - 1 slot: Alpha 1 terminals and outposts
   - 2 slot: Alpha 2 and Beta main terminals
   - 3 slot: Beta outposts and Gamma terminals

This changes nothing in PvP, it does change how PvE or Industrial toons operate as Brutix describes. I'm an industrial toon, my sparks are as follows: 2 gamma, 3 alpha (Hersh, Tellesis, Attalica), 0 beta. I'ld rather not be forced to invest months of EP into Spt 10 just to keep all but Attalica. I will need to change one of the Gammas to a Beta due to the changes in Epi once my Epi stocks are depleted. The change would also not affect the issue of those being able to instantly spark around islands, going from location A, B, C, D, E, F... in a matter of seconds until they find what they want. Some have done this numberous times with the open Beta terminals. Scouting where activity is at and not at by deploying a detector per beta island/terminal.

* Teleport fee would depend on range to the target, could be in the range of 10,000-5,000,000 NIC on an exponential curve

NIC sink, won't change a damn thing. Folks with NIC will still teleport and folks with out (ie rookies) won't. Most folks on Gamma/Beta have the 5m NIC to teleport all day long with no impact on there finances. People who have industrial and PvP toons will still keep making NIC with the industrial while spending that NIC on the PvP toon.

What I'm trying to achieve is to keep the positive aspect of spark teleports (less walking) without it being overpowered in PvP (harder power projection).

If sparks were meant to save time traveling (less walking) then the simple solution would be to put a timer/NIC cost on spark usage equal to a base time it could take to travel that distance using conventional methods (ie using internal island teleports).
It takes me about 20min waiting for teleports to charge and session timers to go from Hershfield to Imidero, then from there I've to walk from the teleport to the terminal. That walk varies but for the sake of this post won't be calculated. Say there was a 10min timer (1/2 the time to walk the distance) on sparking back to Imidero again and a NIC fee to spark with that timer active, we would see less abuse of SpT.

Spark teleport's purpose is useful but the mechanics need to be adjusted. There could be a timer, which would prevent teleporting to multiple locations rapidly (figure 60min).
As for navigating using field teleports, something does need to be done but what I am uncertain at this time. They could: redesign the static teleport network, shorten the range (if there is) of standard/armor/emergency teleports (to limit crossing entire islands in one use) where two or three are needed to get across an island, redesign how field teleports function (beacon only where you can teleport from a static to the field where a squad member deployed tele-beacon), etc...
There are many ways to look at how to nerf/fix teleports. HOWEVER, if the developers do adjust teleport mechanics then PLEASE BOOST ALL BOT SPEEDS by 150%. If it moves 50 = 75kph, 80 = 120kph. Make walking across the island something other than needless waste of time. While keeping the current rules with plates, bot class, and frames vs demobilizers.

Few concepts that we (as a community) have asked for sometime about.

Roads/Highways, alpha and beta islands have them, but not on gamma. Why can't we build them on gamma islands?

Rivers or streams with fertile ground around them. Water depth can dictate what type of bots pass: lighter bots can't pass the same depths as a mech / heavy mech could. Fertile ground would make it easier for planting incubators.

Cliff textures instead of stretched dirt textures. If slope is of 'x' degree then have some form of texture change or model take the old dirt texture's place.
Along this thought, most gamma bases have terraformed walls that should have some slope to them if built or made into a platue/cliff. One tile walls that tower sky high seem unnatural to the terrain. Perhaps put some conditions on how terraforming progresses where a slope can't exceed 'x" degree. sad I would expect gamma islands would need to be reset for such a change. And would only expect it so to be fair for others, the materials/structures refunded to the corporation. Don't know if there's a way to refund the NIC spent on terraformer beacons?