Spirit of the Labyrinth has and does see play in "White Trash" hatebear decks. The competition for the 1W slot is fierce, with Thalia, Guardian of Thraben, Containment Priest, and Leonin Arbiter arguably more potent forms of disruption than the Spirit; it also doesn't help that 3/1 is awkward against the tokens generated by the decks most hindered by Spirit's ability.
The great thing about Time Walk is that it can be backbreaking late game, but can also be cycled in the early game for minor value such as to win an extra land drop or as a way to guarantee an untap before attempting to resolve an expensive permanent or sorcery. Time Walk is also excellent during Yawgmoth's Will turns.
Temporal Trespass is fine late-game but really, really bad early game. At least with Treasure Cruise you don't feel too bad spending large amounts of mana casting it when you don't yet have enough of a graveyard for a full delve; Dig Through Time is even more forgiving since at opponent's EOT you likely no better use for the mana anyway. On the other hand, spending an entire turn's mana and exiling your graveyard for a cantrip Explore is nothing to get excited about, particularly if the opportunity cost is playing a Cruise or Dig later in the game. Also triple-U is not an especially easy mana cost, though it's true most blue decks (even mana-light decks like Delver) won't have trouble assembling it mid-game.
EDIT: @gkraigher posted while I was typing and I agree 100% with his comments on Trespass as well.