That's probably because I'm trying to say that there's not a definitive Fixer strategy.
When I sit down to play, say, Nightmist, my priorities almost always tend to be Amulet of the Elder Gods, either Master of Magic or Starshine Amulet (or both), followed by Astral Projection, then Mistbound. If this pattern is interrupted in some manner, I end up using Call Forth or Enlightenment to get back on track. Regardless of targets, I always end up playing Heedless Lash before Oblivion before Scouring Mists. I dare say that the majority–perhaps even the vast majority–of people play her in relatively the same way, as she needs her basic redirection ability, some way to get back hit points, and then focuses primarily on deck control, with the occasional damaging spell thrown in the mix.
With Chrono Ranger–to hopefully get somewhat back on topic–I find that my first priorities are almost unequivocally Jim's Hat, Ultimate Target (on main villain), Dead or Alive (again, on main), Compounded Bow, any other +1 damage Bounty, and then other equipment. Danny-Boy comes before Masadah, and Eyes on the Prize always gets played immediately. He needs to be able to throw down cards quickly to increase his bounty-based variables, then capitalize on his sheer volume of damage instances. When this is interrupted, what's his best play? A card draw card, which can potentially net him 5 cards in a turn, at the cost of other peoples' options.
With Fixer, you're right in the sense that he doesn't have a way to look for a given card. But, if you're that desperate for a single type of card–say, you're facing Voss and you need a Jack Handle for crowd control, the chances are good that you're going to have one, if not immediately, then pretty darn soon. I think you're underrating the ability to potentially pull a full quarter of your deck within two turns, while still contributing to the combat, with no drawbacks, and continue to do so at will.
Not every character needs or should have a "Search through your deck and find X card" abilities, because that homogenizes the game. Sentinels wouldn't have the replay value it does, if every character played in this manner. Legacy, for one, has no deck-searching ability whatsoever–often, playing him comes down to "What will help the group the most, out of the cards that I have?" To me, that's the same philosophy that Fixer runs on. It does, however, mean that someone who plays Fixer has to be more flexible and less tied to a rote path of "this is how this Hero works, and these are the cards I need, in this order."
I get that you don't like Fixer. I get that you aren't happy with his inability to have the precise right card at the right situation. We've had that discussion on other threads and we've both well and truly derailed this one. But that still doesn't mean that he's weak by any stretch. "Rolling with the punches" (to use the phrase I used earlier) isn't the same as "Having the right tool for the right job". Rather, it means that he's going to be able to contribute meaningfully, even when everyone else is flailing around and rebuilding their precious tower-of-cards assembly from scratch.