Avoiding mechanical failure
I propose a system of switchable receivers. This answer is built on one assumption: If we send a package between teleporter A and B, and teleporter B is broken, the package isn't instantly lost. Instead it will only be lost when it tries to arrive at a broken teleporter. If B is fixed while the package is in transit, everything should be fine.
A teleport station should not consist of a single teleporter, instead it should consist of, say, five. When you want to send a package between station A and station B, you first send five test packages to all five of B's teleporters. Then you wait an hour and send your important package to teleporter B-1. At station B, they will receive the test packages indicating that an important package is coming.
If, say teleporters one two and four have failed, you'll observe that you only got a test package in teleporters three and five. You then have an hour to swap out teleporter three with the failed teleporter one, so that there will be a working teleporter in place to receive the incoming important package.
This system ensures that mechanical failure will only cause lost packages if all five teleporters suffer a simultaneous failure, which is astronomically unlikely. If you're concerned about the buildings housing these teleporters failing, you can put each teleporter in a different building (or heck, in space stations) and arrange for a system to automatically send a working teleporter to intercept the package headed for a broken one.
This also means mechanical failure will be easy to fix: If one teleporter fails, it's still part of a station with other working teleporters, so the mechanic can use one of those to arrive and make repairs.
Security
Alright, so we're protected against random mechanical failures. But what if we don't trust the people on the other side of the teleporter? What if we're afraid they're going to shut down the teleporter and destroy all incoming cargo? Well there's no way to prevent that happening, but we can build a relay network to minimize the amount of cargo traveling to an untrusted teleporter, meaning we'll lose less if those jerks on the other side sabotage us. Once our network learns that the other end has been turned off, it can simply return packages to sender.
The obvious problem is that if we don't trust the other side, they probably don't trust us, but someone has to control the relay network. No matter how it's split, someone has to control at least 50% of it, which means that someone could decide to turn off all their teleporters and destroy 50% of in-transit packages, no matter how dense the relay network is.
The solution to that is to build two networks. Planet Zebrox has a network for sending things to Earth, which they control and trust, and Earth has a network for sending things to Zebrox, which Earth controls and trusts.
How to make a relay network, cheaply
The problem is that we'd like to have a low volume of untrusted traffic (say, one hour's worth), but we don't want to build a relay node every light-hour along the way between Earth and Zebrox. Luckily there's a solution.
Let's say planet Zebrox is ten lighyears away. Here's how we build Earth's relay network.
- Teleport Station A on the surface Earth, sending packages to B
- Teleport Station B, 1 lightyear away from Zebrox, linking A and C
- Teleport Station C, 1 lightmonth away from Zebrox, linking C and D
- Teleport Station D, 3 lightdays away from Zebrox, linking D and E
- Teleport Station E, 7 lighthours away from Zebrox, linking E and F
- Teleport Station F, 40 lightminutes away from Zebrox, linking F and G
- Teleport Station G on the surface of Zebrox
Each of these stations is equipped with powerful telescopes to detect any ships approaching it, and it also broadcasts a "Please don't come near me" signal to avoid people accidentally approaching it. A key component of this strategy is that space travel is slow, there are no ships buzzing around at half the speed of light.
Let's say that, simplistically, the maximum speed a ship can reach is 0.04 c. If Station C that sees no ships within 1 lightmonth of itself can be confident that it will remain safe for the next two years or so. It then sends a signal telling that to Station B. Station B receives the message a year after it is sent, and knows that if B sent a package to C now, no one could possibly reach C and sabotage it before the package arrives, so it can safely send to C.
Similarly, D sees no nearby ships and tells C that it's safe to send a package because no one could possible seize control of the station before the package arrives. This trend continues for E and F.
In this way, we can ensure a trust relationship that lasts for almost the entire length of the journey, meaning we can only ever lose the small percentage of traffic flowing between F and G (plus the additional amount of traffic F would send to G before hearing that the Zebroxians sabotaged G).
It might be a bit implausible for station B to be able to detect all ships within a lightyear of it, the limitations of telescopes being what they are, but if we say that telescopes can only detect ships within one lightmonth of them, then we can set up the following array:
- Teleport Station A on the surface Earth, sending packages to B
- Teleport Station B, 9 lightyears away from Zebrox, linking A and C
- Teleport Station C, 8 lightyears away from Zebrox, linking B and D
- ...
- Teleport Station J, 1 lightyear away from Zebrox, linking I and K
- Teleport Station K, 1 lightmonth away from Zebrox, linking J and L
- Teleport Station L, 3 lightdays away from Zebrox, linking K and M
- Teleport Station M, 7 lighthours away from Zebrox, linking L and N
- Teleport Station N, 40 lightminutes away from Zebrox, linking M and O
- Teleport Station O on the surface of Zebrox
This still ensures the trust relationship is only broken for a distance of 40 lightminutes, without the incredible expense of building a relay node every 40 lightminutes.