Wild infusion are great early game, since they can keep you from dying to a poison vine in Norgos' Lair or getting Freeze-locked by the Shade. As soon as ghouls and corrupters begin showing up in force, you can be so loaded down with status effects that removing a single effect is of minor utility (especially when you have no control over which effect is removed!).
Thus, I think the higher-level wild infusions should be able to remove more than one effect. Most in-game versions of dispel can remove multiple effects (Providence, Corrupted Negation, and Dispersion). Wild infusions shouldn't be quite as powerful, since they are instant, but removing a single effect is far less valuable than a solid shielding rune or invisibility once you pass into the late-game.
As an aside, the damage reduction could use a buff, even at the expense of a shorter duration, to put them more on par with shielding runes. (I'm less certain about this; I haven't played around too much with Wild infusions for the damage mitigation.) I know these changes would make Antimagic much more appealing to me.