It is true that the scope of roles available to the artificer are impressive, but its range becomes meaningless when the reality sets in that the Artificer class too is locked to the far narrower strengths of the subclass you choose at 3rd level;
I kinda like that the subclass distinguishes the style of play over the backbone of the base class: On most other cases, you would have to have a whole different class to get that level of variation.
As an Battlesmith Artificer your support role limited to the spells you know and using your pet's reaction wisely to impose disadvantage on enemy attacks.
Plus your infusions, plus reliable sustained damage etc.
Compared to the other half casters you lose a fighting style in favor of an admittedly great set of cantrips, but will rarely if ever make use of them in combat due to the clunky requirement of weilding a set of tools or an infusion imbued item to cast those cantrips. Easy enough yeah? This means you have to have a dedicated hand to weilding either tools, or a nonmagical version of an item you have to soup up to end up on a net disadvantage (not -that "disadvantage"-) compared to the items other classes are getting for free as part of their loot from adventuring
Wot.
If the campaign is monty haul enough that the rest of the party has been able to obtain their multiple ideally-configured, high-bonus magic items, then you also get those magic items
in addition to your infused items. And you can probably get more use out of them given your higher attunement limits.
because your infusions (and primary weapon/item buffing spells) can only be used on non magical targets so if you plan on casting spells all the way through 20th level, you are still stuck holding tools, a mundane shield, or a mundane weapon.
Again: Wot?
You need to have one of your items be an item you have infused. That is now a
magic weapon or shield.
If you have found an amazing weapon, infuse your shield.
If you have an amazing shield, infuse your weapon.
If you have found both amazing weapon
and shield, your items are probably skewing your performance far enough that you won't need to regularly cast cantrips.
You still lag behind the guys with archery fighting style and their likely +1 ranged weapon, sharpshooter etc. Oh and to rub in more salt in the wound, you likely wont ever have the feats to get xbow expert, no less sharpshooter so have fun being at a constant disadvantage in melee.
You don't have a fighting style, but you pretty definitely have at least a +1 weapon, unlike the other guy. And feats are feats: Everyone gets them. If you want sharpshooter, you can take it, and then get Archery Fighting style as a feat because you don't need crossbow expert to get multiple attacks with a crossbow.
Oh and here's another kicker ; your tailored bonus smite spells are all incompatible with ranged attacks so your special bonus spelllist is useless of you go that route.
?
Heroism, Warding bond, Aura of Vitality etc are useful spells.
Your steel guardian is cool but any of the other artificers can make use of the almost equivalent iron guardian.
What is an Iron Guardian? Is that homebrew/3rd party?
That and a human hireling with a healing Kit easily outclasses your healing abilities in 5e.
I think you're going to have to show your work on that claim. Even at low level, having healing spells is way better for healing than someone with a healing kit. - And nothing is stopping you (or your homunculus) from using a healing kit either.
Oh and don't bother with two handed weapons because of that earlier mentioned need to have a tool in hand or a mundane weapon infused up because there are no infusions like repeating shot or "fancy shield" to support two weapons and their feat support is still riddled with dexterity and or strength based dependencies and you don't have those due to the big benefit you enjoy of using your int, which also happens to remain the weakest stat in 5e.
What Dex or Strength-based dependencies are you talking about?
Why do you believe that you can't use two-handed weapons? Pick your ideal obscure weapon: you don't need to rely on luck or DM favour to get a magic glaive. Pick up GWM and PE, and go nuts.
your AC being outclassed most other defender types, if not other Artificers.
On the basis that you can have magic armour and shield before any other class likely has, I believe that this is untrue.
So many of the Artificers class features are item creation features DMs are incentivized to not include by the decision not to publish gold values for magic items.
One.
"Many" does not mean "one."