The main problem with INT WM is that unlike other masteries that do have a lot of more options to use in a fight (even with higher CP Costs) it only has 1 and I repeat, 1 reliable ability to poke with. In a sense of being a solo mastery, comparing to Gentle Fist which does not require a secondary mastery to be strong, INT WM set of jutsu does not work well together, mostly ruined by shadow shuriken change which everyone agrees upon as it used to give players good use of hit-and-run strategy that worked the best for INT WM. And if we look in the future plans, it is supposed to be a solo mastery.
So no, INT WM cannot fight for longer period of time than others, because they cannot put any pressure or even threaten the opponent as they used to. I also feel like hidden explosive tag jutsu is completely useless, it should be removed and replaced by some other jutsu that could compensate for the lack of long range poke that this mastery truly needs and not another suicide jutsu.
Also as previously mentioned gazillion of times, the amount of ryo one must must must must spend, even with the changes to Takumi shop is abysmal. The amount of tools you can carry is too low for INT WM, Not to mention the damage nerf/scaling nerf to an already low base damage abilities that INT WM has, made its value far less than it was before.
Problems:
Lack of poke, a little to no sense of playstyle for a solo mastery, with the exception of pre-setting traps in areas.
Has 1 completely useless jutsu and 1 jutsu that just doesnt fit the playstyle in a already empty and not well oiled kit.
Abysmal cost of tools, could be solved with more solutions to the economy overall for players past 50. That does not include relying on alts.
Amount of tools INT WM can equip. Saying your allies can hold them for you is not reliable option or answer to the problem. The ally can die before you, or you can run out of specific tool that the ally cannot hold by themselves already as they use the same tool.
Low Base Damages, with the exception for exploding spike ball. The low CP cost on Shuriken and Kunai does not give this mastery an advantage over others.
Unreasonable choice of mastery to choose as solo mastery. Not enough ways to grind with, again kunai the only reliable ability until exploding ball. Cost too high to level with, if it only goes advanced then you must pick INT WM at the start, I cant imagine new players who want to play ten-ten, come after all the advanced changes and see that it is impossible to level up with or even use, early on. As of now this mastery is only possible to play if it is your secondary account.
Solutions:
A good way to balance this mastery out would be an option to toggle the teleport of shadow shuriken on/off. Meaning when ON, your ability will teleport you. When OFF, your ability will not teleport you. This would make that Hybrids who do not mind to teleport can still do it, and INT WM's who dont really want this to happen, can be happy.
Remove hidden explosive tag jutsu, could be replaced with a better trap jutsu like a set of explosive that are connected with a wire that triggers an explosion when passed over the wire.
Something like a scroll that Ten Ten used, like many of us have asked before, that could hold tools (unknown capacity) would solve this issue.
Increase Base Damages, Increase CP Costs. I think all can agree that this would be a lot better balance.
Scrap entire thing and rework it.