If Toilailee can make TM work in 1v1 then you can do it too.

In all seriousness I think TM is a perfectly capable 1v1 hero, the only mu where he clearly loses out to the other sm heroes is mirror matches vs either of the 2.
Turrets and beacons are both situational but both can be very effective. In fact a well placed beacon can completely negate SM's inherent weakness of taking forever running to, healing up and out of base. It can even make sm vs nids mu sm favored in certain maps.
I like to use bionics a lot in early game instead of upgrading one of my scouts with shotguns and relegating them to babysit tacs. It's particularly effective vs chaos & eldar in the early game and can be useful vs orks & nids. Getting both MCB and bionics in T1 absolutely wrecks eldar and can be very good vs orks/chaos/nids, however in the case of the last 2 you usually want to go for the plasma gun in T2 so I mostly go for this build vs them when I'm looking to close the game in T1. Just keep in mind that that's 50 power spent on hero alone in T1 so you gotta make it count.
I never really go for the power axe since I find plasma gun much better vs power armor races along with warrios & orgyns and I don't see much reason to go melee vs other races.
Artificers used to be amazing vs everything but now it's only amazing vs ig since they are the only race without an omnipresent detection.
Signum is great in lategame for focusing down elite/super units, it's worth swapping out the armor in late game when you need it. It's particularly effective vs nobs since you can damage them through frenzy with it.
OoO is great melee walker deterrent since it has 100% snare (only thing apart from haywires to have it) and can give you fairly easy walker kills. Also good for some funny shenanigans since it can drain energy from enemy heroes & jump troops etc. Just make sure not to hit your own vehicles or units with it.