Eh, technically (per Fade Walk and similiar spells), Calpernia doesn't break the cardinal rules of magic. This was technically how DA2 mages hopped all over the map as well. However, even DG at the time admitted that it looked and resembled teleportation all too much (regarding DA2). The only difference is that a PC can now get almost the same ability (Fade Walk).
That said, I honestly think it's a matter of changing developers and gameplay constraints, and the current dev team found the "no teleportation" rule to be extremely inconvenient. Make no mistake though, magic doesn't permit large scale teleportation and likely won't for the forseeable future.....and the entire plot of Trespasser illustrates why this is so. Once you allow large scale strategic teleportation, your world instantly changes in a myriad of differnt (and almost impossible to predict) ways, starting with the fact that any nation that didn't have this magic would be almost helpless against any nation that did, no matter what else was in their favor.
As for the Elluvians, I point out that they break the rules because they were made and operate when the very rules of magic and the world were different....and most no longer work. That makes them plot devices.