Yes I understand that, but my oversight was not remembering that all scripts must have the keyword flagged. The bummer in this single mechanism is that I developed a general "widget" packed in its own scene. Without the tool keyword, the scripts were inert, but it can't be pure; you need to hack it to work purely in the editor, in game or a mix.
I want instances of it to run purely 'in game' in other circumstances, I will have to copy and remove the keyword because a generic widget cannot make decisions about the correct context to run in. In short, editor_hint is not helpful.
It would be 'nice' to have some way of saying a scene-tree is "editor" in such a way that other scenes inserted in it can also be treated as 'tool', either that or have a 'load as if identified as tool'.