Wow, a lot of posts happened while I was gone! I'm excited at all the feedback. However, that means I this post will be quite long to address most of it, so prepare yourselves.
First off, I wanna thank hardvice for his responses while I was gone, he very accurately explained certain rules and my thought process behind the class.
Secondly, I will alter the cantrips, reboot and pending potion infusions as suggested because that will help add more flavor to the class and clarify some rules, thank you for pointing those out to me, Goemoe and Trascendantviewer. The purpose of Reboot was supposed to be a construct equivalent to spare the dying, affecting things like allied warforged, master-maker pets, animate object creations, and maybe an other allied constructs (golems or any other allied constructs the DM gave.) It should not be used to give life or repair an object like a sword that hasn't been living before. As hardvice said, unless you are a master maker and using your pet for combat or have a WF ally that dies a lot, you probably won't get a lot of use from this infusion and it will be very situational.
Sadly, as stated before Goemoe, as much as I agree and really want to include thieves' tools proficiency to the class, giving them that option would just take too much away from the rogue and annihilate it's class balance. But the flavor of this artificer is just an infuser of temporary magical items, and if DM allows it, much more efficient permanent magic item creator. It doesn't really make sense for a crafter to know how to disable traps. However, nothing is stopping you from taking/creating a background to give you proficiency with them! Heck, I plan on doing it with my artificer characters. If you really like the "Indiana Jones" flavor, you could easily create a "Treasure Hunter" background that gives proficiency with Perception, Investigation, one language, thieves' tools and a minor benefit like knowing the exact value of a rare item. The purpose of Thirst For Knowledge was to give some ideas as to why an Artificer would join an adventuring group.
I'm not entirely set on where UMD is as of right now, because this class still features some dead levels. I just really wanted the class to have the ability and I threw the ability on the first dead level I saw. I thought it was a rather good place for it though because that's around the level you can use Rare wands. Wands are very iconic to previous artificer builds and I feel like that should be an option. And to be perfectly honest, not many items in the DMG have requirements that UMD will bypass (besides being a spellcaster, which as stated before pretty much affects only wands which are nice, and staves or rods which don't give as much of a bonus to the artificer as much as the class such items were designed for). Nothing the Artificer can create will be overpowered for his level because he can't learn a formula for an item above the rarity:level guide in the DMG, unless the DM hands the formula or item to the party.
About the short rest creating of scrolls and potions; you can only create one scroll and one potion in the course of one short rest. This is because the class is very much based on warlock. It has a reasonable way to provide cantrip level damage with Personal Weapon Augmentation, (but not quite as strong as a warlock because a warlock's role is DPS and the Artificer is supposed to be versatile and fill utility roles) provide supplemental infusion (like invocations) to fill little gaps and flavor abilities that allow more character diversity and expertise, and the ability to provide occasional, situational powerful abilities to alter the course of an encounter (equivalent to the short rest regaining spell slots of a Warlock). I did not want the Artificer to be nearly as potent of a spellcaster as a Warlock, so limiting one spell and potion ability per short rest seemed like a very good limiting factor, as well as the craft reserve limit. While the Warlocks power comes from spells, the Artificer's comes from items instead. An artificer can create a bunch of items and use them all in one encounter, but then he will have a hard time getting those resources back when he needs them, unlike the Warlock, but to make up for that, the Artificers items and scrolls have much more versatility and options.
Finally, creating permanent magic items has no effect on craft reserve, unless you are creating an item that requires a casting of a specific spell during creation that must be fulfilled by a scroll casting instead (basically, the craft reserve and time needed to create the required scroll each day of creation). An artificer makes magic items the same way as any other character does, but the artificer is slightly better at it than most classes as long as the item's rarity corresponds to the rarity level Exquisite Crafter acquired at his/her level. This is because the gold and time required to create a magic item under those circumstances are halved.
I think that's everything. I would love some suggestions to fill/rearrange the class to fill in dead levels. (9th, 10th, 13th, 15th, 18th). I'm thinking of moving the 11th level Artificer Specialization perks to 10th and 17th level Artificer Specialization perks to 18th. These will get rid of 10th and 18th level dead levels. Any comments on that decision?