3. Why does this class get extra attacks per round? I mean, the spell list for both subclasses is pretty robust - they've got damage spells down pat. None of the other casters get multiple attacks as a baseline. Seems a tad unnecessary to me. And, unless you pick up a magic weapon, doesn't that make the Enhanced Weapon infusion pretty much a must have? Additionally, I know that my current DM had a real issue with my forge priest getting a magic weapon at 1st level, I can't imagine he's going to be thrilled with someone who can create two magic weapons at 2nd level and give them to anyone.
Arcane Weapon is a pretty great 1st level spell. It's at least as good as the 3rd level Elemental Weapon.
Seems like Artificer would be a good choice for the Magic Initiate feat.
Some thoughts on this:
-I think that an Artillerist should be able to use a firearm as an arcane focus, if they're proficient and such weapons exist in a campaign. I want to see pistols that shoot Fireballs.

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