While correct, these calculations only focus on downtime and don’t take into account the applications of infinite uptime.
Allow me to show you my favorite tele placement (how the heck do you embed stuff here): imgur.com/a/76AS2PW
From the teleporter entrance closest to spawn, you have very quick access to a health pack for when you’re darting between them, and from the teleporter farthest from spawn, you have a nice wall for you to use as cover as you peek and spam orbs down the hallway. This benefits not only you, but teammates that also know how to peek walls without getting immediately killed and want quick access to health recovery. On top of this, you can immediately throw a turret in this teleporter from spawn and it ends up on a wall that is NOT in your line of sight at the time.
And this is just one of many really good spots.
With the old teleporter, you would be replacing this setup every 12 seconds, meaning you’d have to get in position to replace it every 12 seconds. The infinite teleporter rewards this kind of thoughtful consideration for long-term use and is really only a disadvantage to people who rely a lot on automatic vs manual destruction. If the experimental changes to tele go through though, you’ll have a teleporter that’s better than either one of them.
There’s really no need for this aggression, but this points to a bit of a peculiarity. The patch notes explicitly say it’s 2 seconds, and the teleporter cast time is definitely 2 seconds in-game, but Steveo definitely didn’t lose charge in that clip, and in Training Range Symm seems to start to lose charge after 3 seconds (though subsequent level loss happens even sooner). So either there was some undocumented nerf to Symm’s beam (Probably likely since that clip since it’s a year old.) or the delay described in the experimental patch notes refers to the max level (which is not as testable as I’d like). In either case this is why I usually just advocate for a flat 156 dps on the thing.
Still, if the current experimental changes go through, that black-and-white decision now becomes more of a gradient and you’re given some wiggle room on whether to commit or not.
That maneuver can still be done with infinite TP, you’re just dependent on teammates taking the teleporter in a timely manner and you need to manually destroy it. Storming Hanamura point A can still be done with infinite TP; honestly it can be done better than that clip since the Teleporter’s range and interaction radius increased enough that you can just go straight to point instead of using two teles.
It’s not that the changes are useless, it’s just that they benefit a playstyle that’s different from your own.