I disagree because most of my best tinkers have had no tech and done reliable damage by just producing sticks and spitballs and using various means to buff them. Electrolyze, Robotic Arms, the caveman equipment, and any sources of additional basic attacks end up making tinker viable even with mediocre skills, and then getting combos and synergies on them just makes them even better
The passive Robotic Arms, that lets you use your weapon twice per turn, is actually even stronger than it looks because this count is per item, not per turn, so you can use a weapon twice, break it, generate a new one, and use that one twice too in the same turn, and repeat if you can get even more cycles going somehow, like with the spell Recycle