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2) For tinker to use all of his abilities, tp to base, tp back and use them again takes a considerable amount of time. The fight will probably be over by then anyway. If you win, your remaining heros should easily be able to fight a lone hero. Regardless, you can just ensure that there is nothing for him to tp to (i.e. kill nearby creeps, don't fight near enemy tower).
3) Without the reset, Tinker would be absolutely useless and would (at least) need some sort of teleportation skill. Even that would require a low cooldown (presuming unrearmable) or he would just be a pointless hero.