as chase said any form of /tp /tpa /home /back etc, are entirely out of the question for things to be made available on korcraft, we currently have a massive number of transportation methods that i'll list below that would be invalidated by the implementation of such a command.
For the Towny vs Factions debate, both are designed for a larger population ultimately, and both have positives and negatives that i'll list below.
For shops/economy i'm currently looking at 2 plugins and deciding which to implement in the end these are ShowCase standalone, and Chestshops/barter signs, Showcase shops are created via chat commands and would be extremely easy to implement on the administrative side as well as looking amazing in game, Chest shops would require large amounts of effort to implement/bugfix (anyone say Blue ink sacks?) but everyone is familiar with the standard setup/use routines associated with it.
Transportation options currently offered
-Rails, standard,reinforced, and Highspeed rails are available via Railcraft, and Steve's carts allows people to control the carts quite well, as well as lay them out partially automatically.
-Teleportation(UE)-Mekanism includes an item called the "Teleporter" which functions on frequencies, so 2 portals aligned to Frequency 25 will link up, there's also a handheld version of the teleporter which will teleport the user to the aligned portal, much like the /home command.
-Teleportation(IC2)-Industrial Craft also has a teleporter item that the Mekanism portal is based on.
-Elevator-Chainz includes the vertical Elevator, while it might not be the first thing you'd think of it does get you from bedrock to the top of your mountain house faster than a ladder, and it carries chests to boot.
-Modular powersuit/modular Quantum suit- both include some powerful abilities including flight and various other abilities, witht he powersuit more mobile, and the quantum/nano being more utility.
-Steam Boat-yes we have a steam powered boat, it's quite fast
-Airship-We also have an airship
-Linkbooks-Linkbooks can be changed with an item called the "link modifier" while the modifier is expensive it provides options such as "no drop on use","use in any dimension", and 3 others i cant remember offhand, and Linking books are cheap as dirt.
-Crystal Gates-Theses gates made of Mystcraft crystals allow the user to attach a mystcraft book and thus create a permanent(till the book is removed), entity/item passable portal.
-Thaumcraft-has quite a few amazing transportation items such as the Seven League boots, the portable hole, the flying carpet and the Traveling Trunk.
-Gravity piston chains-the Gravity piston is capable of throwing a player 10-20 blocks into the air, players can then be hit from the side/back/etc by a second piston launching them forward.
-Factions Versus Towny-
Factions
Pros
-Designed with Warfare in mind, war is declared on a faction level meaning no need to contact an admin to issue a declaration of war.
-no cost to claim chunks, create a faction or declare war.
-each player has X chunks they can claim, upon joining a faction these chunks are added to the factions total.
-Dynamic territory control, when at war you can steal an enemy factions chunks by killing enemy players and slowly weakening their factions "power count" if power < chunks claimed, chunks can be stolen
Cons
-Less security, Declarations of war are one sided, during war you can raid and pillage(within the rules of engagement)
-designed more for politics and warfare and playing country than as "just chunk protection"
Towny
Pros
-simple and easy to use
-designed for use as a chunk protector with declarations of war handled by server admins, war is more like an event than an organic thing that happens sometimes.
-control, you have access to taxrates, plot positioning, and the layouts of shops/houses/roads/walls/embassies
Cons
-Requires an economy plugin(likely getting one anyway)
-designed as a town simulator, their's a lot of work to properly setting up a town.