That is how it is intended to be. The fact that you don't have to travel to get where you want to be is a tremendous advantage. It is why Cogs cost 60 MPP and Balewind only cost 40. That extra movement makes deepstriking pretty reliable and is the main reason it sees a high frequency of competitive play. The extra spell is just a bonus until you need the charge. Most Tournament players will tell that turn three is the turn that normally decides the game. Turn one is always positional. Players attempt to run up field, grab objectives, or respond to an unexpected placement during the set up phase. Turn two is normally the turn that spells, prayers, and command points will start to matter. It is also the turn where charges are made and combat begins. Turn three is the turn where you will see most of the action. Be it summoning, deepstriking, and almost always a full commit to the battle with back-line units advancing as needed to reinforce holes. Turn four is frankly the retreat phase. Units who have been decimated, but can still have some bodies will turn their attention to objectives and leave combat. Either to get in positions to fortify an objective or make off for an enemy objective forcing a dedicated response. Turn five normally doesn't matter and is only there to let the player who went second in the first round make up their deficit VP. This is obviously not always the case, but it is the general flow of nearly every Tournament game I have played in. Which is not to say that I haven't had games that came down to a single dice roll turn five. AoS is fundamentally an objective game. It is why Seraphon are strong, we play the objective better than just about any other army. Adding more turns would just reduce the game into a kill count match. Which would require a fundamental rebuild of the entire platform and every army within it.