I understand where you're coming from, but being mindful of the evidence left behind which would prevent you from recalling at the entrance to a new area, be it at the junction of one or several is the diminishing of the tactic.
Take exiting Val Miran to the Haon Dor for example. If you recalled at any point there to get a jump on the lag (in Val Miran or just past the gate), you'd leave a glowing trail instead of using that time hoping your opponent wastes time checking the Sunken Ship, Tombs, Bathhouse or Halfling Hamlet or wondering if you just recalled. Instead, this would force you to pick one of those quickly checked directions then recalling, or run the risk of them being closer than you expect (or an ill timed "where") and seeing which direction you're going, which would further negate the area recall confusion.
I like to think I'm pretty quick, but there've been times when I felt every command counted and that extra time made all the difference.
As I said, I like the idea, but not as it's currently suggested.
If you left a rune for every recall sent, eg: recalling a pet, then that makes it less of a detriment. Keep a L5 pet with you and recall it for that purpose. New level of tactics, there. Same goes for if you could lay down false trail using a decoy rune. In fact, that would be wonderful. Your opponent sees the rune, thinks you've recalled and heads to your temple, leaving you free to keep running to Favorite Hidey Hole B.