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As previously stated by many, try not to penalize use of the spell. You can choose to make it as immersive as you and your players wish.
If you want more than you cast Wind Walk, 4 hours later you reach your destination then describe the journey as many have stated. Plan out the route for the area that you believe that they would travel, and give them some potential hooks for further exploration if they choose.
Do not create punitive measures to counter act the casting of a high level spell. It has its benefits for a reason, and it comes off as GM adversarial to force things down a players throat if they are using an option that they invested resources into (spell slot expenditure). Just immerse them in visuals and regale them with your ability to create a scene.
If the players want more in depth go into more and more detail as they inquire further of your explanations of the scenes that they pass over head. If they choose to further explore it may become a little side quest or mission that you have for them while they are en route to their destination. Unless you are really good at coming up with things on the fly this would take more prep time to really create a lasting visual and sensory experience and thus as another person suggested try to steer away from charts.
There have been many books, both 3.X and pathfinder that have discussed level based challenges for GM'ing. All of them state that by 9th level traveling is a non-issue. Unless it is to get into some extra planar, secret location unbeknownst to anyone but a small few, shielded by anti divination magic it generally is not a viable plot device for stories. Use it as an enhancer through vivid descriptions and throw in some potential for player agency to go into more detail.