The fork is a very relevant point. When you start to think about it, plane shift seems to be thought out as a check point instead of an enabler.
If the fork cannot be acquired by normal means the only way to get it would be traveling to the desired plane first and then once there attuning the fork there.
So caster or non caster will have to find a portal first, but if you have the caster you get the ability to leave and go back without needing the portal, so like a check point.
A DM that isn't interested on the journey to the desired plane can skip it for both caster or non caster. For caster here is a shop with your fork, for non casters here is a mage that will port you in and out whenever you need.
I think more than anything non-combat abilities have a greater weight on the DM when creating an adventure. Instead of giving certain clues he will wait on the players to use divination. Instead of preparing planar portals he will let players use plane shift or portal. He will make a fortress very hard ( or impossible) to enter, so the assassin can use his level 9 ability. He will have to remember of spells like private sanctum and forbearance exist so teleport cant be an easy solution. While when these abilities aren't there, there will be specific solutions so the adventure can happen