Yeah, mythic speed that gives no initiative/stealth/flat athletics bonus but instead ignores borders and gives dodge is about right.
Long-range teleport is more complicated in the Dresdenverse. First, you need serious magic for it. Secondly, the Veil has a strength of (usually) Submerged. And then you need to actually walk the distance in the Nevernever.
I once did a teleportation item for an artificer of mine. It actually was 2 items; one 10 shift item that momentarily opened up 2 gateways - one to enter the Nevernever and one to exit - and another item to instantly move you 10 zones that was "defensive" and keyed to work when you activated the first. So you'd open the entry Gateway, the move item would move you through the distance in the Nevernever, and then you'd open the exit -- all in the same action. Considering that 1 mile (30 minutes) of walking or so takes you from Chicago to Endinburg, the equivalent of 4 minutes of walking (200+ meters or 10 zones) would take you a good 500 miles in the real world.
So, what does it cost to get such a teleport item?
Lore of 5, ritual crafting, +5 crafting power and +5 crafting frequency (via foci or specializations). Use 2 of your enchanted item slots for that.
So for the cost of 7 refresh, you get teleportation 6 times per day - or unlimited, if you are willing to pay 2 mental stress per use.
If you only want teleportation and not crafting other items, it costs 1 less refresh cause your foci are specialized and you get 12 uses/day (because you use all items for teleport)
If you add the entire thing into an item of Power, you can limit its cost by another 2, for a total of only 4 refresh.
And for that 6 or 4 refresh, you don't only use it via teleport. The items will be defensive. Someone try to whack you? You use the short-range teleport to move 10 zones away instantly. Someone try to blast you with magic? Open up a gateway between them and you just long enough for the gateway to "absorb" the attack and divert it to the Nevernever.