A lot of people who have travel powers leave them on constantly in combat. Given that movement in combat can sometimes save your life (much more so than in CoH), this can be very advantageous. Having Super Speed on a melee character basically lets them move from target to target exceptionally quickly without resorting to Lunge powers. Flight on anyone with ranged powers as their primary offense can sometimes neuter certain enemies entirely, much as it did in CoH.
Unfortunately not all travel powers allow you to use them and fight at the same time. Tunnelling, Swinging, Rolling, and Teleport are all examples of this. Super Jumping isn't all that useful for combat, either, though both it and Swinging can be advantaged to provide a combat bonus so long as the buff is active, even if you're not actively using the power.
Speaking of, there are a couple travel powers that have advantages that provide combat bonuses. Swinging/Chain Swinging/Energy Swinging have the Flippin' advantage, which increases dodging while swinging is active (even if you're not actively swinging!) Tunnelling has the Earthen Embrace advantage, which provides stacking defense increases while tunnelling, and for a short while after you emerge. Super Speed has the Impact advantage, which provides a damage boost depending on which "stage" of movement speed bonus you are in before you attack.