I get a Tele in the first sector nearly 80% of the time. Second 90%. The only thing that would stop me would be a Store in the first beacon or simply no stores in the sector at all. Getting the Tele can net you around 3 Instant Crew Members from the small chance of success missions. Station on Fire and the Nebular Damaged Vessel are two that I can think of atm...
Also making use of weaker units in boarding actions takes a little more effort then sending in a couple of Mantis or Rockmen. For things such as Slug and Engi a second level tele will allow you to harass the other crew to around half their health and give you time to tele them back for healing before going back in for the kill, that is if you don't hammer the station which the crew members are manning at the time. In fact the BEST moment to hammer a room with a good bit of damage is when they are retreating to the medbay. Hit that for 2 or more points of damage and you will not only knock around 1/3 of their health but also kill most to all foe medbays (never seen a lv3 Medbay in any enemy ship) This leaves you not only a weakened crew member to face but if you also had pulled them back to heal you now have a fully healed group and they have been damaged by Boarders and Weapon Fire making them really easy to take down. Even better if you can drag out a few more seconds of waiting and hit the medbay again the second after they have it repaired. As this will have dragged most of the crew to the room and away from the other annoying rooms (weapons and bridge for the most annoying). AND the AI will abandon even a nearly repaired weapons room to repair a damaged Medbay nearly all the time...
Another trick is to learn how to door dance. This can delay combat while waiting for the tele to cooldown and even allow for free hits against the crew if you get it right. Door dancing is generally simple after knowing a few things...
1: Crew members will fill a room in a certain pattern, it is mostly like this,
1 2
3 4
And will continue filling the number they were assigned when the group was selected, for example if there are two crew heading to a room but the member that was assigned 1 was redirected elsewhere, 2 will continue to fill in at slot 2...
2: Crew members that are working at a station that is not in slot 1 will remain in that slot even when under attack, the attackers will still head to 1, 2, 3, 4 respectively.
3: Handgun fire is slower then that of Hand to Hand combat, but can alternate between multiple targets, it also allows for first and last hits on crew members entering or leaving a room.
4: There is a free hit on a crew member teleporting into an already filled room.
5: There is a free hit when two or more crew members pass through the same door at the same time.
6: Handguns will not be used UNLESS the crew member is standing in a room slot. It is never used in motion (except for 5)...
Fake Edit/Ninja'd ::
The best thing to do against Slavers is to board and kill them, there is a High chance of getting Scrap AND a new Crew Member. They also normally surrender a "slave" when they take around 1/3 of damage...