I think you misunderstand. AST RNG has always had some way of managing/mitigating it. In HW, it was Redraw and Royal Road to boost effects of a card in your Spread—take those crappy cards you don’t need and turn them into something better. In SB, they added Minor Arcana so that all those Spires you got that you didn’t need an AOE Royal Road for could be put to something better (a free oGCD heal for the tank or a damage card). ShB gave us 3 Redraw charges to (hopefully) give us the final seal we needed for a 3-seal Diviniation; and, if all else failed, the revamped Lord/Lady at least let you play the card as a single-target buff. With the addition of a second stack of ED, RNG Lady being a single-target heal became less valuable compared to SB, where you didn’t have 2 stacks of, quite frankly, the best healer oGCD in the game.
Astrodyne doesn’t have any RNG mitigation—Clarifying Draw doesn’t even ensure you can draw a different seal to try and get a 2-seal Astrodyne, and you can only use it once. You get what you get, sorry you’re stuck with a crappy (MP) buff (that you don’t even need anyways because ASTs are a well of bottomless mana unless things are getting REALLY REALLY REEEEEEALLY bad), suck it up buttercup lol. Aside from them putting Astrodyne in the game to just keep the dumb seal mechanic relevant in the first place, it’s a horribly designed skill.
Unfortunately, with the buff aspect of it being so incredibly negligible that you can almost ignore it won’t help the developers make it more meaningful. Instead the arguments surrounding it will just shift to “well it’s not even that much of a loss if you don’t get 3 seals so why does it matter if it feels like absolute crap to use”. When you have an ability that feels like crap to use or has zero impact when you do use it, it’s bad design. While Astrodyne isn’t nearly as pointless as the SB lily system, I personally put it around that level in terms of design brilliance.