Well, diglett line traditionally has bad hp, so I guess they have to make up for it with power. Sand veil is noce, but you sort of want it on a pokémon that will hang round and stall, not one that will hit hard and then die.
Double-edge is a bit average, the recoil adding to the problem of low hp.
Dig under, well, useful for sweeping switched out stallers with lots of damage already, but it doesn't do huge damage. On stage 1 with traditionally weak hp basics, this card doesn't do anything interesting enough to play, IMO.
Note: In unlimited, this can come out and double-edge on turn 2, with some good draws, so it is very much a speed pokémon in tthat respect. In the early game while they are still stocking energy on their big guys, you can mess up their game tremendously by knocking out the pokémon they attach energy to (either with edge or dig). With some good trainer disruption, this could be a workable strategy, drying up their energy in the very early game.
At least it isn't an EX. Then it would be terrible. It seems this card's most problematic point is its HP. If I ran this, I would make sure of running some trainers that kept it alive and active.