Here you go.Where is the database? Is it on the Paizo forums?
3.5 artificers are pretty much broken. A 3.5 artificer with one or more warforged in the party is pretty much game-breaking in my experience.
I've been thinking about this a little myself. I would use the spell table of the Bard for the Artificer starting with 1st level infusions = 0 level spells. I think most of the 3.5 Eberron rules will transfer over easily. Basically, low at the base stats and bonuses for the Bard as a guide and I think you'll be okay.
One question I have: if a super 20th level special ability were added to this class, what should it be?
Stone construct as a 3rd level infusion is one example. Put it on a warforged, and they are practically impervious to physical damage for the whole combat.
Their ability to use metamagic feats spontaneously when using charged magic items is also prone to abuse. A relatively low level artificer with empower or maximise feats that gets his hands on a wand of scroching ray, for example, can nuke just about anything he will encounter that isn't immune to fire.
I'm not sure I agree that makes them unbalanced. A wizard is going to be far more effective in any situation that doesn't involve elaborate prep time, and despite the BAB they're never going to be real effective (non-spell) combatants.They can pretty much outwizard a wizard, and get trapfinding, plus a medium BAB to boot. They can also make magic items cheaper and quicker than the standard guidelines, so they can trick out a whole party with gear much better than they should have at any given level. I would give a Pathfinder artificer the poor BAB/hit dice of a wizard, to nerf them a bit.
Another issue is the Craft Reserve. As the XP component for crafting magic items goes away, this needs adjustment. I was thinking of just converting the XP reserve to a gp reserve worth 5x the current XP value, but it looks a little....underwhelming. Needs more thought. Perhaps a 10% reduction in cost every 4 levels?
Time. (and a lot more)
I changed the infusions/day advancement from the other classes...
....created 3 new feats which would be automatically granted to the artificer: Reduced Materials, Improved Reduced Materials, and Greater Reduced Materials.
What do you think of this as a 20th level special ability for artificers?
Remove Magic (Sp): At 20th level, the artificer gains a spell-like ability to remove magic from any magical device or object. Like the spell Dispel Magic for a Targeted Dispel, this ability will instantaneously remove magical properties from a device or object imbued with magic. The artificer must be able to touch the object for 1 round to remove a single spell. Further spells may be removed at 1 spell per round. This ability will not function on a creature living, dead, or undead. Remove Magic will work on constructs and related creatures, such as warforged. A dispel or remove check is not required to successfully remove magical properties from an object. If the object is animated, such as a construct, the artificer will need to make a touch attack versus the device’s CMD. Magic items wielded by opponents in combat or against animated constructs will invoke an attack of opportunity against the artificer attempting to touch the desired magical object or device.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.