Hi, I took a minute to flutter around the Faded Zone and get a feel for the movement system because getting around is sort of really important to me. I haven't noticed any sort of automated travel, nor any clear way to queue up travel commands to get from one place to the next.
I assume from the kind of rooms I'm seeing that the playing-space is probably going to be pretty large. My suggestion is investing time into commands that make it easier for players to get from point A to point B, especially where points A and B are common locations like a specific bank and pub or something like that. Ideally this would still be usable for other kinds of locations. Maybe you could have it as part of street smarts and outdoorsmanship depending on the environment and allow granularity of utility.
It would be nice if my character could remember how to get to that shady backroom or that hidden glade instead of me having to memorize, say, a 30-step process to get to it from a particular town square. I am spatially-challenged, and needing to keep OOC notes and travel aliases messes with my immersion and makes it more frustrating to navigate. Being able to memorize locations by nicknames or keywords in the same way you can recognize players by nicknames and keywords might do the trick. Getting to a place is a pretty good sign you could get back there, especially if you've spent significant time there or gone there before.
But the basic idea is that I could type '(navigation command) (string that identifies a specific room)' and it spits out a command that takes you there or at least helps. For me it's a matter of accessibility. Pretty rooms with cool secrets are pretty and cool and I love to explore them (and sometimes get lost in them!) but needing to negotiate with the keyword police and the grid daemons every time I want to travel a routine path to my favorite pub and find my drinking buddies provides more hassle than it does story.
I did see there is an in-game map command and that's exceptionally handy and helpful for the immediate vicinity. It just wouldn't help very much with the process of going
"s
w
s
e
e
go shadow
go archway
n
d
u
w
say The password is snilbog!
emote waits for the guard to open the gate
n
n
n
n"
And while in theory I could handle this on my end with documentation, mapping, and aliases, a game feels far comfier where it just helps me "plug in and play". I've had some fun experiences in other MUDs with stepping into Snarf Pits and getting leapt on by snarfs when I actually meant to go buy rations for my upcoming adventure, and then I get stuck in the Snarf Pit without anything to eat, and then I get to eat the snarfs, and nobody actually likes snarfs.
I think mechanics like this also just generally help relieve the "sweatiness" of the game. Lowering the required aptitude to, err, engage with other people and the environment on the most basic of levels (that is, existence) just makes RP better, and the kinds of games that harp on mechanical excellency and think it's really funny that you died in the Snarf Pit don't tend to have very engaging roleplay. I did also notice there's a 'where' function, and I think what the game outputs there would be a perfect string for navigation if you feel like being particularly lenient with this kind of command. A character might know where "The Stinky Fishery" is and be able to take their player there even if the player doesn't know the difference between east and west or gets motion sickness from fields of scrolling, beautiful text. In fact, 'where' might be almost useless unless someone is already an expert navigator OOC.
EDIT: After posting I did review the public posts on r/MUD and found this:
"We've decided not to have a speedwalking feature for PCs (player characters), because we prefer that players immerse themselves in the world and see things on their way that their characters would tend to see (including each other!). But what we do have is a quick and handy way to ask directions from VNPCs! (Unlike NPCS, virtual non-player-characters are not actual "objects" in the game world; they're just part of the background bustle of people you'd find in any populated area. But that doesn't make them any less real in terms of the world and its imagined stories.)"
So it does look like you thought of all this and decided against it (I'm not reinventing the wheel here), but I still hold the above position and would like to hear how people feel about it.