This system is only good for repeating timers. Non repeating timers should actually run on standard timers.
Unless you need more fine tuned usage, like something for a projectile system, I suggest sticking with the modules.
If you enable debug mode, you will get messages telling you which module you should be using for what you are doing ; ). Using CTM is the safest bet. If you can get away with one of the other 2, you will get a message in-game telling you to change.
I have wanted to do something for 1 shot timers, but I haven't come up with anything good yet... well, I did come up with 1 thing good, but it is too unbalanced >.<... it could easily be bad. It ran 4500 timers just fine where standard could only handle 2800 and TimerUtils could only handle 2200, so it was extremely good... the only problem is that it requires preloading timers, and if you have a lot of timers created, the performance of all timers will go down. It was similar to TimerUtils but with fantastic performance.
I also had another version that could run 4500 timers at 64 fps, but that one was by far the most unstable ;O. Retrieving the expired timer was a scalar read (just reading some global variable). There was no destruction involved, it ran through a loop. Creation was just subtracting 1. That thing was a beast when it came to performance ;D.
For now you are stuck with Bribe's Table and standard timers for 1 shot timers ; P.