Performing an extra maneuver to optimize a teleport is definitely interesting and adds some skill to a route. The thing is that it often amounts to pure memorization which, in my opinion, is just a chore rather than a show of skill, and is not in the best spirit of the gamemode.
In cases where you aren't able to enter the teleporter at the right angle ahead of time (including when the teleport is a 180 degree turn) the maneuver you have to do after teleporting is pretty rough. It just feels evil, and in an ecosystem where you can now play any map you want at any time, I'm not sure why someone that isn't already on board with this would pick these kinds of maps (not that everyone has to like every map).
Momentum Mod is the opportunity to smooth over things that there hasn't been an opportunity for before. These are usually either things that started one way and once leaderboards were built up it was too late to change, and/or were things that people just didn't know how to fix.
We of course have fresh leaderboards here, and while parity with the past is a high priority, it's not the only thing that matters (and there are already other ways Momentum is not 1:1 with other places). We don't consider changing things lightly because we know these modes are organic and that's what makes them interesting, but to me this is something worth changing.
Getting tossed backwards when falling is 100% worth changing as it is very frustrating to the average player that is not just grinding for a perfect run. Having your view and velocity angles forcibly separated when you fail is also completely unnecessary.
Non-fail teleports don't necessarily have to change too, but I think they take away a lot more for the average player than they add for high-end players. I would rather reduce unnecessary frustration for the average player, since there is still plenty of other interesting content for skilled players to excel at.