teleport battlestations are a noobtrap, if you are warpgate raiding you only have one planet that receives waves anyway
much more useful to take a unique unit that facilitates attacking
Teleport Battle-stations can chew up AI ships that are distracted in systems you don't control too, taking advantage of even a minor split in forces. And just to facilitate this being possible... Teleport Battle-stations are also great at distracting AI ships xD...
There's nothing quite like Teleport Battle-stations for minimizing losses to other fleets yet risking ships of no great value excluding perhaps FF Bearers depending on your fleet. (per cap, tele battle stations are pretty damn cheap.)
Furthermore, they are mildly effective against Mk.I Force-fields, and AMAZING at taking out special forces guard posts. Not to mention normal guard-posts.
Plus. For bonus if you don't mind a little micro. Teleport Battle-stations can also outright evade shots. Particularly amusing against ships that are supposedly strong vs them.
They are admittedly, both micro-intensive and unconventional I will admit though.
And commonly misdeligated to defense. Although they do excel at "oh shit" defense. Particularly thus far in my experience in multiplayer where said can be occasionally urgent, and urgent is something Teleports are extraordinary at. Though their relative ineffectiveness vs bombers(and uselessness against autobombs...) does lose them some points here.
Also. They lack the ridiculous frailty of Teleport Raiders. Whom become a bit of a pain to use once the AI catches on and institutes large quantities of Lighting Turrets. Although Teleport Raiders ironically do a much better job on defense, due to laughing off bombers... a common irritating threat. Not to say that once clear of Lighting Turrets they can't do juuust about the same functions as Teleport Battle-stations.
I would personally think of Teleport Battle-stations as augmentative support, and minor raiding.
Now as for if teleporting should be nerfed? If so, not much I would hope. Frankly I could stand teleport cooldown being a little more, if the damn moron's didn't teleport all into a pile, causing them to hyper-suicide into ANY form of splash damage. But with this... suicidal movement routine. The cooldown being short enough that they spread out fairly fast is rather necessary.
(I am aware of formation move and sticky formations btw, and infact use them constantly. However teleports do not obey these if given an attack order.)