Gates: Everyone gets a gate spell back to their hometown (with a long reuse timer). You can change it (via quest) so that it takes you back to a different suburb in your town, but that's it. No using gate to take you to an adventure zone.
Ports: There are none. (Assuming we're talking ports purely for travel...I suppose you could make the case that the scout ability escape is a port...but not exactly).
Run speed: All scouts get pathfinding (16% increase). Druids and Shamen get Spirit of Wolf (20% increase). I know that dirges have the ability to get some sort of nice run speed buff that stacks with pathfinding...I'm not sure, but I'm thinking that troubadors might get an ability like this as well since the new combat upgrade. (Dirges and troubadors are both scouts/bards; druids and shamen are priests.)
As for soloability, I haven't played since the combat upgrade, so things may have changed drastically. In terms of mages: Pre-upgrade, conjurors and necromancers were good soloers. Wizards and warlocks were good if you didn't mind risk. Enchanters (both types) were horrid soloers. Someone more knowledgeable will have to post to say if this has changed.