It's a good overarching strategy for any ship without a combat disadvantage. That's 11/18th of the ships. Meaning, that's not a high enough percentage to consider it a master strategy, IMO. It's a strategy that works for more than half of the ships, but not that much more.
At the onset, you wouldn't want to board with Engi A&B, Zoltan A&B, Stealth A&B, and Cruiser B.
Engi can't win 1 on 1 fights. That turns off the ability to kite opposing crew through micromanaging the shield room. You basically have to flee through the enemy ship until your teleporter recharges, so you can create a 2 on 1 fight plus a kite runner. It also negates the speed argument on your opening post. Engi A also has a better way of preventing damage, via the Ion Gun II, which requires a crew member to use effectively.
Boarding with Zoltans is stupid for multiple reasons: HP, losing the power bonus, and not supporting the superiority of the shield. The default strategy for Zoltan A&B is to find the cloaking device, not the teleporter. The right combination of luck and equipment on a Zoltan ship can basically ignore all damage from sectors 2 through 5 by using a cloak, shield, cloak tactic for the first three volleys. Early ships simply don't have enough weapons to vary their volley timing to defeat that plan. Then sectors 6 and 7 are basically adapting to end-game weapons, with the goal of getting to 28+ power. It's easy to abuse.
Cruiser B is subtly similar to Zoltan ships, because if you board with Human + Slug, you end up with the Zoltan in the cockpit, which is a waste of the power bonus as above. I also found the Cruiser B layout to be a hinderance in using a teleporter. Having an unlucky enemy teleport into your cockpit, with your best fighters AND medbay way in the back usually results in higher damage from having your pilot flee.
http://www.ftlgame.com/forum/viewtopic.php?f=7&t=3901
WIth the Stealth ship, it's possible that my experience is atypical, but I really feel like you can't win without shields.
Really, I think the teleporting is slanted towards using Rock A&B, Mantis A&B, Slug B, and Crystal A&B because it solves problems. None of them having an opening compliment of weapons that contains an end-game weapon, barring the exceptional cases where you use a one power weapon (Artimis, Small Bomb, or Crystal Heavy) because fits into a weapon configuration which would have been 7 power otherwise. If you use any weapons besides the three I named, you're really unhappy about it. So having the teleporter prevents you from having to spend a large amount of scrap to upgrade your weapons.
Other ships, particularly all human ships, start closer to an end-game compliment. They have less distance to go to get to an acceptable weapons array. They can also make better use of Pre-Igniters. The Pre-Igniter is not something you should ever discount. So boarding with them doesn't have to be plan A.
Overall I feel like most ships should start off playing for damage, and transition into a boarding strategy if they happen to pick up crew-members of the right races. If you already have good races for combat, then boarding is plan A. But otherwise, you do what you're good at, rather than trying to force a strategy onto the wrong situation.