Hints rely on a lot on your relationship with your GC. If you and your GC agree on how hints are supposed to work, they'll be helpful, regardless of what mechanic is producing them for you. So talk it over with your GC.
If you're in a Living game playing a hintmaster character, take just a minute to mention it to the GC of your table up front when you sit down at the table. Don't make a big debate out of it, just mention that you've got hint abilities so he's forewarned--a good GC is likely to then cut you slack in the session when you ask, and give you a good hint, rather than something dumb just so he doesn't have to give you an action die.
For myself, I like hints as a sort of "Cold Read"-lite ability. Cold Read, done properly, is one of the most rockin' interpersonal abilties in the game, and hints can work the same way (if your GM's cool with the idea, as said above). It can ease your life quite a bit to, when stuck, say "Gimme a hint, mister GC, how do I impress this guy? Tell me or gimme an action die."