Even if it does do 3 different things and provide some flexibility it does all three for more resources and less proficiently then other cards. Two player is definitely where this card works best and even then I really don't think its worth it. If you had said its an auto include in any two player/two handed decks you make I wouldn't have thought much of it as just because I dont use it anymore/dont think its very good doesnt mean it isnt or shouldnt be used by others but in solo it honestly is a pretty terrible card other than providing a choice between some very simple effects that can normally be done better and cheaper by cards that do only that effect. Pretty much its just a few utility cards rolled into one but you pay extra for whichever effect you choose just to have a choice in the first place.
I understand your point about including the cards that provide these effects more efficiently. My argument is that for single player, you're either paying an equivalent cost or only one more resource than most of these other effects. Meanwhile, you're saving your deck space for other cards that will have a more direct influence on the outcome of the game. The other benefits of the White Council are that:
It moves at the speed of an event, which is really handy for readying and resource transfer.
It is less susceptible to hate from the encounter deck.
The resource to pay for it can come from any hero.
You can gain these effects without having to run any specific sphere or trait.
You gain resource transfer without having to spend a resource.
I find versatility to be important for solo play. When you have to cover all of the bases by yourself, it's nice to have a card that gives you all these options without taking up a ton of your deck space. I always keep my decks at 50 cards, so the space saved can be really helpful.
I can understand people not being high on the card, but I'm never sad to draw it. At the worst, I don't need it and I get a free resource transfer or I replace it for one cost. At the best, I get a crucial resource transfer early in the game that allows me to play a key attachment or ally a turn earlier than I could have (happens a lot), or I get a clutch readying of a hero in a tight spot.