Playwise, Alchemical Savant allows the Artificer to add their INT bonus to healing spells and some dmg spells. This means a Healing Word cast by an Alchemist with a +3/+4 INT modifier is equal to or better than a Cleric of Life.
Damaging Cantrips are on par w/ a Cleric with Potent Spellcasting, and a little below an Invoker. The Invoker comparison is true for spells as well, comparable but a bit below overall.
The class definitely suffers from a lack of Cantrips and rewards the Highest INT bonus possible, but one could-can “Shoot the Moon” to use a Hearts analogy, and go with Feats, because at 10th level the Artificer can make their own Headband of Intellect.
The Homunculus Infusion at 6th lvl gives you a minor dmg boost potential for bonus action.
I like the potion power, at 9th level you can swap a 1st level spell into 9hp of healing (2d4 +INT) AND 11 Temp HP (2d6 +INT)..assuming an 18 Int ....I take that 1st level spell conversion.
Couple of thoughts: re-skin the Alchemist...allow Artisan Tool Cooking supplies be the focus and you can be the Muffin Man. Take the Tavern Brawler feat and Returning Infusion and you can be the Swedish Chef.
Hobgoblin Artificer with Magic Initiate and the Find Familiar spell synergies with Homunc...and the Hobgoblin racial ability.
The big question is 6 magic items equal to class powers and spells above 5th level.....