I like this mod.
I played around with it a bit and my short summary is, that I think it is in some points needless complicated. Or needless restricting.
Here is the long version:
Why 10 different tiers of the same type of transport? Wouldn't be 2 or maybe 3 not enough? Because the game value of each tier with 10 is very low for each tier, but with 2 or 3 it is much higher.
My opionion: Short distance up to 350 tiles, long distance up to 3500 tiles.
I can link one platform to two others. From the others I will be transported to the one, but not the other way around. That was quite unawaited.

"Right behavior" is in my eyes either, that I can choose, to which one I wanna teleport, or to disallow this double linking.
But then there is the next question: Why can I not just choose ANY teleport at any time? Why this linking?
I read that there was a short discussion about the need for energy. I don't see the need for this long cool down. I like the charging behavior. But if you have enough energy, why not charging as fast as possible? 500 MW? Maybe it could have a lower priority, so that it's only charged, if accus are charged.
The distance shouldn't play a role. See next point why.
I suggest a behavior I read in the book "Ringworld" from Larry Niven:
At the center of the intersection was a large blue rectangle. Four blue discs surrounded the rectangle, one at the mouth of each walk. "You may step on the rectangle if you wish," said Nessus, "but you may not step on inappropriate discs. Follow me." He circled the nearest disc, crossed the intersection, trotted onto the disc on the opposite side, and vanished.
...
The discs are arranged in a series of platforms, so you can readily "walk" one block at a time.
http://www.technovelgy.com/ct/content.asp?Bnum=516
With my own words it is described like so: You have a planet, which is one big city. To move safely in this city you enter some kind of rectangle/platform which is placed at each street intersection. When you touch a "stepping disk" you are transportet to the next platform in the direction of this stepping disk. When you step back, you are at the start. When you step forward you will be moved to the next platform. So you can "walk" from platform to platform. Each step is one platform. Five steps and you are 1 or 2 kilometers away.
Now translated for Factorio: as player you need just to place platforms in about the directions (N, S, E, W) and you don't need to link them or do other complicated stuff.
I try to explain it differently: Why do I need to walk to the other side to click on it for linking? In my eyes - following the logic of Factorio - you create simply a "network of teleporters". Like the roboports, but much more distant. You can simply put one more teleport between two others - it's just "one more step" you don't need to change any linking, the links between the teleports form a bit different network, that's all.
So you don't need all the tools any more. This is far in the future, things just work, you don't need to tell a teleoporter, where you want to teleport, it works as you await it.
Next question: Why is this incredible amount of resources needed? I mean which target for the gameplay? I see the teleporter as a helpful tool and not game target. If it costs too much I just won't built it. More or less same question as #1 about the number of needed tiers. There is just no need fot this resource-sink.
Why the alien liquid? I mean the idea is not that bad, but again: From gameplay aspect it's nothing else than another hurdle. It would make only sense if this is combined with something else.
Hope this is taken as inspiration, not critics.

Cheers.