Complete Adventurer Errata in bold
The second sentence of the skirmish class feature
should read as follows (new text indicated in red): She
deals an extra 1d6 points of damage on all attacks she
makes during any round in which she moves at least 10
feet away from where she was at the start of her turn.
The extra damage applies only to attacks made after the
scout has moved at least 10 feet. The skirmish ability
cannot be used while mounted.
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Since the magic is transporting you instantaneously, it's something else moving you, kinda like a mount transporting you from one place to another. Skirmish seems to want you to do the movement.
I agree with KRyan that the scout is weak, but there are many other good ways to get extra movement that will count towards the Scout's Skirmish ability.