The Family System
I just want to start off by saying that, after watching today's live stream, I am really impressed by all the work that Intrepid Studios has accomplished, and that I am a huge believer in the vision of Ashes of Creation. Namely, the response to "How they would incentivize caravan defense." And Steven stated that there doesn't always have to be a system in place for players to defend a caravan. That sometimes, players will just do things for social interaction, future friendships, and alliances, defending friendly citizens of a node who are trying to help level it up, etc.
I think those types of developer reasonings are what will make Ashes of Creation such a successful and different MMO. That's why I want to bring up my concerns with the family system.
I have nothing against marriage in MMOs, however, I don't think families should be made for summoning privileges. As Steven has said before, a player's character is much more than just your adventuring class, and Ashes of Creation is creating a game for people who want to be able to spend their time, leveling OUTSIDE of their adventuring class, I assume a majority of people will still play the game as adventurers. Family creation for them will not be as important as being part of a guild or a node or even the current party they're in to finish an 8-man dungeon. And I think that is part of the reason why the family system, specifically, should not be the determinating factor of who can teleport to whom.
Now I believe the reasoning to have teleportation be a family thing, was because families could only have 8 people in them, preventing large groups of players to teleport to areas quickly and Zerg rushing their opponents. I think the reasoning behind the idea is good, but as heads of families can get married to other heads of families, the effective amount of people can be teleported, effectively, doubles. At the same time, I don't necessarily want to be "related" to someone to be able to teleport to them.
I fully agree with the team that the less fast travel there is, the more the community will thrive in an open world, and the more player interaction there will be. However, I also agree with the team's stance on limited teleportation, because sometimes having to walk to a very far away place to catch up with your friends sounds pretty monotonous. The teleportation system will of course have to be tested early on, and iterated on for the proper balance of player interaction and not making the game a chore.
BUT, I think the teleportation/summoning system can and could be implemented differently:
1. In World of Warcraft, The Burning Crusade, there were meeting stones next to dungeons, that two people had to use to summon the rest of the party. These "Landmark Stones" could come into existence whenever a new dungeon opens up or a new village is built in the world of Verra. This isn't my favorite idea, but it worked before and can work again. There can be long cooldowns for using the stones, that can be limited to a certain number of players within your guild or your node. OR everyone needs to attune to that stone first, in some form of ritual, and then the same people can summon each other back to that stone when necessary.

2. An idea I like more, and which I've never seen in an MMO before, would be a crafted teleporting stone. It could be a late-game or an early-game, craftable, item that could be made by a specific profession and can be sold to other players. You can again, attune up to 8 players to that stone and then split it into 8 pieces amongst the players. Players can then perform some form of ritual, out of combat, to be able to summon to a specific person within that stone's attunement. The stone can, then or have some long cooldown, or both. If the summoning stone is breakable, it keeps that item in demand for crafters to resupply it. An added cooldown could also potentially solve some issues with spam teleportation.
Conclusion
Unfortunately, I can't think of all the pros and cons of every possible system, so tell me what you think.
Do you like familial teleportation?
What are your thoughts on a craftable summoning stone (Idea #2)?
What other good ways can you implement teleportation without a familial system?