Quote Originally Posted by Vahnavoi View Post
And is picking your character and actions usually just a blind gamble to you? All of the classes, from the basic rules, inform you what they can and cannot do. As a character advances in a game, the player has opportunity to observe what is in the game world and choose their actions accordingly. They will see a mountain before they have to climb it, they can hear stories of sunken treasure or distant islands before they have the funds to buy a ship or learn Water Breathing, they will see creatures flying overhead way before learning how to fly themselves, and they will hear rumours of the Dark Lord's army long before facing them in combat. So on and so forth.
Choosing a class that has plane jumping or not without knowing if it's going to be relevant is pretty blind. It just goes unnoticed because spell are free floating so you are rarely if every really in a place where you have to commit to something permanently. But if no one has those options you are now in the place the OP describes where you can't just readjust and start hopping meaning the GM now needs to adjust the world to progress.

However the tickler is if you do explicitly tell them that plane jumping is going to be involved in the campaign then they will just pick up those option anyways.

There isn't a real choice here for either the players or GM. It's wasted design space while also wastes the GMs time which is arguably the most important resource for actually playing the game.