So just what are you saying? You mentioned tinker is obviously broken. Can seek and play a card on turn 3, so can vigilant wisp, might not be a 11/11 indestructible, but one of many allies each with a different effect, it's perfect for picking the right card at the right time. Let's say using tinker turn 3 gets you a win turn 5, I'm guessing making it unblockable. Using wisp turn 3 often nets a turn 7-8 win. So I'd say the end result of a win is the same. Looks obvious to me.
If it was more limited I might not have a problem. Mimic for example is kind of like seek. But mimic has 3 restrictions, 1) ability card, 2) cost 3 or less, 3) in a graveyard. Very limited, I can't just put the cards to mimic in my deck I also have to get them in the grave before I can use it. Wisp is just too simple, easy to pull off, and effective(because you get exactly what you want, early and often). Mimic doesn't hang around for multiple turns attacking allies and seeking cards with SE, it limits your turn by costing cc then goes away.
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