Eh, too much of the Tippyverse relies on commoner railgun-style rules abuse for my taste. Sure, there's the heavy reliance on Gate scrolls and Wish traps to make it remotely cost effective, but that's not the end of it. Most especially the teleportation circles; just because you can theoretically run around a thousand people through one in a single round doesn't mean that it's even remotely practical or safe, either for an invasion force or for high-volume trade. You'd need an entirely automated system for the latter, which would be difficult even for a society with the sort of wealth that he's talking about.
That aside, I also disagree with his interpretation of the societal effects of rules-lawyer permanent TCs--that wouldn't encourage centralization because, according to his own gamed rules, it's basically impossible to prevent teleportation forever without epic-level magic, which he specifically excludes. That would actually push towards decentralization, to prevent a single strike from gutting a state's military and civilian infrastructure at the same time that it destroys the government and much of the population. That sort of decentralization would also be a more logical approach to dealing with teleport-gank armies by creating a MAD standoff; with constant magical/telepathic communication links between different hubs, any invading nation would need n+1 armies to successfully attack without repercussions, with n being the number of significant military installations in their target. Otherwise, once under attack, the defender could launch their own strikes at the invader's cities.
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On another note, I really need to draw up a list of the different things I'm carrying around to chuck at people, with the stats, etc. listed, so that I don't have to add it to the post/make Hans check a book every time I use one.