Artificer Review
It's pretty similar to the previous version, so I'm not going to review every features. Just the ones that have changed.
Tinker's Magic - All artificers get mending for free now. Good. They always should have had this, as it is the most "artificery" of all the cantrips.
Also, the objects created by this feature last until you finish a long rest, meaning bedrolls actually function now. You still need to make sure that you don't leave anything in containers created with this feature before you long rest, this mostly fixes the mechanical issues I had with the original UA version.
Replicate Magic Item: Spellcasting Focus - I'm glad that they fixed the issue that Battle Smiths had in the previous UA of not being able to use their infused weapons/shields as spellcasting foci. However, I don't understand why WotC is so restrictive with what Artificers use as their foci. What was OP about an Artificer being able to use any infused item as a spellcasting focus. Hell, if a Battle Smith finds Blackrazor or an artillerist finds the Wand of Orcus and wants to use it, why shouldn't they be able to use it as their spellcasting focus?
Magic Item Tinker - This is great. No notes.
Spell Storing Item - This didn't change since the last UA, but I just want to say I'm glad they're still allowing 3rd level spells to be stored. Hopefully that survives playtest, Artificers need a boost, especially at higher levels.
Soul of Artifice - WotC, what are you doing? The original, official version of Soul of Artifice from Rising/Tasha's was practically perfect. Why are they changing it? The extra HP on a revive is nice, but definitely not worth trading for the saving throw buff they got rid of.
Overall, this is definitely better than the previous version. I'll have to playtest this to see how it plays, but my gut tells me this just isn't enough. The main problem with the artificer is that they're a half-caster. At higher levels they just can't keep up in spellcasting with other casters or in combat with martials. At high levels, Fighters are masters of the battlefield, paladins are nigh-angelic divine paragons, and Wizards have access to a ton of gamebreakingly powerful spells. Artificers are just inventors with a bag of interesting tools that only get access to 5th level spells at level 17.