Masterminds and travel powers...
Sure.
I intend on taking Group Fly on my Bots/FF. To get away from the "dropping minions" problem, I will experiment, but right now setting the MM to follow the henchman and using goto to move the group might work.
I think a bit of historical perspective could be illuminating here. That your pets can zone with you is actually a very recent development; for most of the history of the game, pets would unsummon when their master zoned and would need to be resummoned. Thus, masterminds summoned at the beginning of missions, and traveled between missions unescorted. As a side note, mastermind upgrade powers used to be per-minion rather than upgrading every minion near the target.
Having "grown up" under these rules, I deal with my pets being unable to travel by dismissing them when I plan to travel. The ability to make entities other than yourself travel quickly seems to be a highly valued ability as far as the power designers are concerned. If you do not like the drawbacks of Group Fly, you may wish to consider Group Teleport, but IMO now that the upgrades have been sped up neither are really necessary. Ten seconds at the mission door to summon and upgrade and you're good to go.
Also, for what it's worth, every MM pet does have the Super Leap inherent ability, which doesn't make them move any faster but does let them jump very high, which is useful when they wander off cliffs. They also will teleport to you if you get far enough away, where "far enough away" translates to a distance I have not determined.
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Actually ST, I usually just fly/run/hop to the mission heedless of my pets. When you zone the pets are technically being despawned and then respawned, so if any do get attacked by mobs on the way they all get put back to full health at mission start.
If any die on the way I just resummon them. Surprisingly this doesn't happen often.

http://www.fimfiction.net/story/36641/My-Little-Exalt
They occasionally teleport to me even if I'm not stopping; if I just run long enough, every so often a bot drops out of the sky near me.
But okay, I'm mostly convinced. I still think it'd be SUPER AWESOME to be able to fly around with my bots in formation, so I'll probably take the power anyway. Sometimes, RP > efficiency.
Apparently, Group Fly is pretty marginal as a way to keep your minions with you, because they don't fly as fast as you do, and they can lag out of your 60' aura. More generally, though, master minds suffer from any travel power -- minions can't effectively keep up. This seems like a pretty severe problem for the class; imagine how blasters would feel if you couldn't use ranged attack powers for 5-10 seconds after using a travel power to go somewhere.
Would it be horribly unbalancing to make travel powers simply automatically apply to minions as well? e.g., if you turn on super jump, all your minions suddenly have the same kind of super jump, if you turn on fly, all your minions can fly. No 25% to-hit debuff or anything, they can just fly along with you at the same speed.