The spell Gate allows the caster to summon any creature whose name is known to them.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
So you can bring a creature onto your home turf, with as many traps and defenses as you want. e.g. spend a couple of days of setup Gating to a remote part of another plane, and placing 20 Glyphs of Warding storing Fireball around your summoning area = bye bye any major villain who doesn't have Fire Resistance or Evasion. The villain can't bring help or go back because the caster can release concentration on the Gate at will. Even worse, one would probably assume the villain is surprised by this summoning, so the PCs would always have an extra round before they could do anything. Tactics can be adjusted based on the villain's strengths/weaknesses.
This is not only phenomenally powerful, with as far as I can tell few defenses, but also is remarkably risk-free, rendering it a narrative nuke - PCs use it once against an enemy, and I henceforth have to have a far less diverse set of enemies, who are always using the narrow set of defenses to this spell (or worse, I have a villain who is similarly pragmatic and uses the same risk-free, narratively uninteresting technique against the PCs to devastating effect).
I am aware of the following defenses against the spell:
- Be a planar ruler, or within the domain of one who won't allow Gates to carry off their subjects (this doesn't help anyone on the Material Plane)
- Always be under a ward against planar travel, like Mordenkainen's Private Sanctum. In practice this will probably have to mean sitting in your warded lair and never leaving it yourself.
My dilemma is this: I want to have a diverse cast of villains who are not restricted to being gods or paranoid wizards who never leave their tower. At the same time I'd ideally like not to nerf this spell (e.g. so that the named creature isn't drawn through the Gate). However if my above assessment of the spell is correct, and my list of defenses is a complete one, I believe I can only have one of those two things.
Hence this question: are there any more defenses I am missing, which would therefore allow for a more diverse cast of villains with the spell as written?