7th level? Yeah, you're right, they have no business getting stopped by a wall - but that goes back to my previous statement - they weren't creative enough to have solutions to the problem. Why didn't a single person have an Anklet of Translocation? or Travel Devotion? Or another easily available to everyone answer to that commonly encountered problem? Creativity isn't just about what you do in a given encounter, it's also about preparing for the possibilities.
Travel Devotion is take a move action as a swift action, not teleportation if I recall correctly.
You're right about the Anklet though. Some of their mistakes were player error based.
Just to give a few other examples:
Zero PCs had Improved Initiative. Despite the fact going first and killing things before they themselves were killed was the only means by which they could get through encounters since making it through encounters in other ways requires that you have respectable defenses. One of them had decent AC, but was one of the ones that couldn't hit anything and he only had that because he stacked things that boost AC when you move so if killed before he moved...
One of the Warmages essentially ruined his entire build for scouting, and not just any scouting but the kind where you spend a 1 round action to get a tiny elemental for the next 2 rounds meaning you're so close to whatever it is you want to check on that all you're doing is giving the enemy early warning even if scouting itself were a valid style. If you want it to actually tell you what it found its range is even more limited (since it has to go there and back) and that makes it even easier to notice since the DC to hear speech is around... 0, modified by about 3 or so for distance. Instead he should have focused on damage like the other one did so their success would be a little less luck based.
The Dungeoncrasher Fighter actually had more levels of Knight than Dungeoncrasher Fighter. But the meat of the build was smacking people around. Since he was only marginally less squishy than the Warmages he really doesn't want to taunt the enemy into attacking him. The player error here is not only taking those Knight levels but sacrificing the real power of his build to do so... 18 Str on a Goliath melee, all because he wanted some Cha that was ultimately counterproductive anyways? Imagine a human melee with 14 str - both are six points behind where they should be at this level.
Without the player errors they'd have done better. However one Warmage was still dead before they got a turn, the other died next round and even with the build errors fixed the doorbreaker guy still isn't that good at breaking down doors as having the proper Str score only increases his odds from 30% to 45% per attempt and he only gets two chances before he dies. If all six of his levels were Dungeoncrasher Fighter 70%, so what most likely happens is he smashes the door, then dies, then the other Warmage kills them... and it's two PCs vs two encounters.
The real group never made it this far but if they did they had almost no answers to mundane and magical darkness being used together so the third fight (vs a Warlock) would have been slow but ultimately one sided unless they got really lucky again in which case she could have easily escaped if not killed outright. They had even fewer answers to the same + Ring of the Darkhidden so an Fleshraker under an effective Improved Invisibility jumps on them in the fourth fight damaging HP, Dex, and knocking them into Grease and Trapsmith traps while being hit with ranged sneak attacks with a DoT effect from the BBGG (that's big bad gimp guy) Rogue/Trapsmith. Who also has the ability to escape fights not going his way if not killed outright along with some defensive measures that as long as both Warmages are dead by now would let him wall the party for far longer than he needs to. He also had that thing that reflects rays, if I recall correctly so if a Warmage did make it this far he'd suicide himself like so:
Edit: I checked the logs again, and I was thinking of something else. He actually attacked for 2d8+14 and 4d6+18 Dungeoncrashing for an average of 23 and 32, respectively and not 25-30 + 30. Still 55 is close enough to 55-60 and only one of the PCs had enough to take an average hit and remain conscious (party HP: 41-60) so he was still running around OHKOing them with two attacks a round and enough accuracy that one hit is near certain and two are not so unlikely.