Mhm. I don't know. I think you're putting too much emphasis on names.
The D&D wizard has been called magic-user or mage in previous editions. There's lots of other denominations that are typically used synonymously but describe different archetypes in D&D: sorcerer, incanter, enchanter, witch, warlock, necromancer, etc.
Just because the name given to a class doesn't trigger the 'correct' archetype in yout typical random person on the street doesn't mean it's not a valid archetype, particularly for an rpg.
Take the paladin for example: from someone not interested in fantasy stuff you'll probably get blank stares. Give it a different name, say knight, and they'll get an idea what it's about.
As long as you can find a bunch of (more or less well-known) characters in literature, movies, etc. to serve as examples for the 'archetype' it's fine to design a class around it, imho.
Except that the only one of those to apply to D&D wizards is "can cast magic spells". Old? Not necessarily. Wise? Look to the cleric. Wizards can dump Wis. And don't have many skills in any edition. Mysterious? Not if they load up on evocation (as many do, especially in earlier editions). The rogue tends to be more mysterious.
And in just about every way with the arguable exception of age, a bard fits the classic wizard mould better than a wizard. Mysterious? Charisma is important. Wise? Possibly - certainly knowledgeable. Casts spells? Yup.
I still think you guys are overthinking what I'm saying . . . or, more likely, I'm not communicating my point very well.
"Wizard" = classic literary and mythic archetype, "Seeker" =/ classic archetype. That's it.
Not saying that the seeker was a bad idea for a class or that the D&D expression of the wizard perfectly aligns with the mythic trope. Of course it doesn't. And yes, words like wizard, sorcerer, mage, necromancer, and warlock all overlap and circle the same mythic archetype (mostly).
When designing any edition of the game, did the designers create some sort of "mobile artillery" class and then wonder what to call it? I highly doubt it. They took the classic archetype of the wizard, and then wondered how to make it work in the D&D game. Archetype first, mechanics second.
The seeker worked the opposite way (I assume). The designers created a mechanical concept they felt needed to be filled, Primal Controller, and then designed the new archetype around the mechanics. Mechanics first, archetype second.
I'm not even saying that one approach is better than the other, in fact, I think using both approaches at different times is just fine. I was responding to a poster who I felt was confusing the two different sources of inspiration, "fluff" vs "crunch" basically, with the swordmage class.
There were plenty of fantasy wargames (or fantasy supplements for wargames) around before that time, and most of those certainly used wizards as magical artillery. However, that isn't why D&D has wizards. D&D has wizards because they are a classic fantasy trope.
This is where I am coming from.