1. RMSS has a "situational awareness" skill which can be developed to represent awareness in a particular situation. E.g. my character has an item which casts "spin" in an area, so I developed situational awareness for "magical disorientation" which seems like it could also apply after teleporting/longdoor.
2. Turning around is usually free so I don't know that this makes a difference.
3., 4. RMU is explicit that longdoor/leaving/teleport makes noise. The note there is "Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported." The exception is the Magent version of the spells (e.g. "Silenced Leaving"), which is convenient for them but also means their use of the spells give away their profession.
While I get the concern about the vacuum explanation seeming a bit modern, this is a game where we also have a Vacuum spell that works exactly the same way. It's consistent.
Nonetheless, temporarily deafened seems too much, now you're getting two spell effects out of one spell. I would just go with "loud".
Just some perspectives from other editions....