Hi d3lux3, thanks for the feedback. Some good points in there, I'll definetly consider how to best tweak it during the revision process.
The small distance interaction is... tricky. A lot of it is me combining room scale interaction with 1.5m+ distance travel. If you're relying solely on Freedom locomotion for short scale movement, it does become less than ideal. Indeed, this stuff has become so second nature to me that the problem has largely become transparent to me. It's only when you framed those separate (but entirely related) elements like that, that it's clicking for me. So thanks.
The ideal is still to combine room scale and locomotion - that's when the system is at its best. And that's my intent for the door opening/closing - you get up to the door, and you pull it back, taking a step back in real life, then walk through the doorway, again in roomscale. It's a pretty fantastic feeling. On the other hand, if you don't have the physical space to step back as you pull the door open, then yeah, absolutely I can see how it's a not the best way to deal with it! Perhaps a button to the side (like with the dev notes) to open the door automatically so you can stand clear of it.
With that said, the last point you mention is already in there (albeit as an undocumented function) - by switching to the left or right hand for locomotion, your secondary hand turns into a teleportation function. Doesn't work everywhere, but it works in most places. I think there may have been an issue with the rooftop level that prevented teleportation - I'll have to double check (I generally don't use it as you might be able to tell).
I think in general, up/down motion is tougher for many people, so I'll definetly have to design alternative movement mechanics for those sorts of areas (e.g. push button teleportation).