The game has to be designed with this in mind.
I look at my movement abilities (and I have some pretty cool ones) and I try to think on how that integrates into normal gameplay, and how it can be abused. If I can prevent abuse, and make it an interesting and fun aspect of gameplay, I keep it.
Generally speaking though, movement in my game is more about dodging and getting a better vantage point, rather than finding a way to skip combat or cheapen it or even avoid traps. Kinda like how in JC2 you can use the hook to move around, but the game is designed around you having this really powerful ability, so that missions are made so that you can't easily abuse it (or rather, you are supposed to abuse it to get the mission done).