I don't see this as a subclass; I see this as the core of the class. Have item slots instead of (or in addition to) spell slots: an Nth level artificer can make/maintain X 1st-level, Y 2nd-level, and Z 3rd-level items. Some items can be handed out to anybody (magic swords), but some require special proficiency (lightning guns), so the artificer has things to do in a fight besides cheer on the other guys who are using his stuff.
for me, infusing magic into things is the core of the class, but permanent enchantment doesn't need to be a low level thing. YMMV, obviously, but I'd rather the Artificer start out just being more efficient at using the core magic item crafting rules than other characters, and only get easy permanent enchantment at at least level...8ish.
I still think the warlock's invocations are the best model for what in my artificer-in-progress, I call Artifices. (name also, very much, in progress)
I also give my artificer a specialized weapon at level 2 It has three choices, like the warlock's pact boon.
1)A cane, which can either have a hidden blade, grapple hook+climbing hook built in, built in tesla zapper, or telescope into a staff.
2) Crossbow (any) which has a collapsible stock, and either a revolving autoloader*, a grapple shot/zip-liner, or retractable bayonet
3)Improved familiar, with stats based on a few different critters,
Each weapon, including the familiar, starts with two module slots, and you pick two modules for those slots from a list. Each also has modules that only work for it, and there is an Artifice that lets you learn to swap modules as a bonus action (usually takes 1 min and tools), even in combat, and even to use some modules as standalone devices, like the grapple shot. You get an extra module at, IIRC, lvl 6, 11, and 15, something like that, and Some artifices give you an extra module slot and let you gain an extra module.
I may even include a Self Forged spec, where you turn yourself into a warforged cyborg, and add modules onto yourself, but that is low priority. I've streamlined the modules into the Artifice system, as well as Infusions.
The Alchemists is better than anyone at potion and bomb type Infusions, and each subclass gets a few things that
only they can make, or at least only they can make without using the laborious and expensive crafting rules. THings like universal solvent, etc.
The engineer has some unique module options, unique options for upgrading a mechanized familiar, and if I end up making it more a Battle Engineer, will get a fighting style. Either way it will get a second option from the weapon choices. Probably will, so that the Improviser can be more the general mechanic, and may be renamed Mechanic.
The improviser can cannibalize traps, and any other device they come across. They gain Proficiency in Arcana, if they don't already have it, and can use Mechanics Tools in place of Theives tools to disable and dismantle devices, including locks and traps. They can take apart both magical and mundane devices, make and set traps, and imbue attack spells into traps.
I wonder if the Artificer has room for another subclass that specializes in things like portals, wards, etc?
The base class has access to things like binding elemental creatures, transmutation, and some basic chemistry fun, mostly because I couldn't fit all of it into the Alchemist without making the Alchemist it's own class.
Artificer's Tools are a bit of a sticky wicket for me, because I feel like Arti tools that do the mechanical stuff and the alchemical stuff would be too much, but Mechanic's Tools and Alchemist's Tools seems like too much. IDk, I guess if they are proficient in both, it's fine...
Also, I'd give them some Artifices that just make being an Artificer easier in the game world, like a folding case of acutriments that is bigger on the inside, and can fold out into a workbench, a bag of seeds that grow any herb, weed, or similar plant in minutes, etc.
The base class mechanic is Imbuing, which allows the Arti to burn a spell slot to put one of their spells into an item, which lasts until the take a long rest, or the spell is used. This allows things like casting things that are normally "self" on the party fighter, for instance. Any actions required come from the character using the item. So, if you put a reaction spell on the rogue to keep him alive, the rogue has to use their reaction to activate the spell.
You can imbue as a ritual, but it takes 10 minutes x spell level to do so, and still only lasts until you take a long rest. So, it's only abusable if the DM literally blatantly allows you to abuse it.
You can also Imbue spells into things and set a trigger, starting at...I think level 3. This requires ritual time, and a spell slot, but can be maintained by burning the same spell level slot as an action at the end of a long rest. No hard limit, except for the limit on spell slots.
It's a pretty broad ability, and gives the class most of the power that it gets, but it makes the class much simpler, IMO, than most Artificers I've seen online. Even the weapon modules and artifices are simpler than they probably seem reading this. I'll post it at some point, when I polish it up and tinker with the levels and all that.