Ponies are designed for endurance, not speed. A pony can keep up a steady walking pace for several weeks at a time given adequate breaks for rest, food and water.
It should come as no surprise that movement through the wasteland tends to be done on foot. Those wealthy or lucky enough to have carts either pull them on their own or hire brahmin to pull them instead. Flight over long distances, a regular occurrence in pre-war Equestria, is now fairly uncommon. Pegasi born on the ground don’t have a strong desire to fly up and paint a target for every raider within a mile that’s packing heat unless it’s absolutely necessary, and flying too high can provoke attacks from Enclave defenses. Griffins and Enclave patrols that do fly around as their main mode of movement ted to do so in sizable or well-armed and armored groups or with ground accompaniment; single fliers are general only seen as aerial scouts for caravans or escaping survivors of larger groups.
Movement in the wasteland depends on the speed of the slowest member of the group that is moving under their own power (characters being carried obviously don’t count). Take the speed of that party member and use it in conjunction with the movement speeds table listed in this section to determine how far your group can travel given a length of time at that speed.
This table assumes regular stops for necessities – eating, sleeping, bathroom breaks, and occasionally traversing difficult terrain – and movement at a healthy-but-unhurried pace. Moving at a hurried pace doubles the distance covered per unit of time, though moving at this pace for more than 2 hours without taking a 30 minute or longer break prompts an endurance roll MFD ¾ or the group will be forced to stop for at least an hour (or those still able to move at that speed must carry or leave behind those no longer able). Ponies are creatures of endurance, not speed. Groups that do not stop begin taking wounds to the legs and torso at a rate of 1d4 per hour spread across all of their legs and their torso (divide them evenly, in the same sort of pattern a healing potion removes them). This roll must be made at the 2 hour mark, and must be made at each subsequent 2-hour mark at MFD ½ for as long as the party continues to move at this pace.
Moving at an all-out run quadruples the distance covered, and is similarly difficult. Doing so for as long as an hour without a break of 15 minutes or more prompts an END roll MFD ¼ or the runners will become exhausted, and unable to continue even at a walking pace for 1d6 hours.
Flying for extended periods requires a flight roll MFD ¾ every hour, but moves the flyer double the distance of a pony moving on the ground with the same base speed. Flying for longer than 6 hours at a stretch prompts an END roll MFD ½ every hour beyond the fifth (so the first roll must be made at the sixth hour), or the character will be forced to land and rest for at least an hour.
Digging is simply not suited for long distance travel.
Vehicular modes of transportation such as sky-buses, trains, carts or other similar vehicles are still all ultimately pony (or zebra, griffin, etc.)- powered, and can increase the speed of party travel up to the speed of the slowest pony or ponies that are actually doing the work of moving the vehicle.
The only other major mode of transportation is teleportation. For all purposes, teleportation is instantaneous. Twilight Sparkle never once had to deal with commuting to work.