My initial thought was no way basing anything on Artificer/Battle Smith as it's thematically all wrong, but I'm starting to come around to agreeing with you and Cap'n Kobold that using it as a starting point might be the most expedient way to get something close to what we want to play mechanically.
So maybe the approach is we copy-n-paste the Artificer/Battle Smith into an empty new class shell and then swap out / refluff all the gear-related stuff into arcane fighting stuff instead.
Pros of this approach are: Basic Artificer chassis has most of the things you'd want on a gish: d8 HD, prof with medium armor & shields, Int & Con Saves, most of the skills you'd want, and is an Arcane half-caster with cantrips, ritual casting and it's own dedicated spell list. Battle Smith adds most of the rest with proficiency with martial weapons, Int for atk/dmg, Extra Attack and bonus magic dmg on wpn attacks.
Cons of this approach are: The major gear-focus of the class needs some serious class feature swapping in order to really reflect the martial/magic core concept we're looking for. Healing & support spells on the artificer lists would need swapping out. We'd be taking a base class + subclass and turning that into a base class which we'd presumably want subclasses for ... so would need careful balancing.
I like the starting list Tinker started above. Maybe we double-down on that ?
I think taking the base chassis, customizing the spell list, and then using the subclasses for combat styles (a sword and board, great weapons, dual-wielder, and arcane archer probably to start, adding in different armor methods like an unarmored defense for the Jedi type or a heavy armor proficiency for the Elder Scrolls type) would mostly be able to get things across. I might even say give it custom cantrips that work in concert with multiattack for imbuing spells, though that's probably better as a class ability.
Looking at the Artificer Infusions it seems like a lot of things that they do are just cool things that a magical swordsman could do using their supernatural skill. Upside is you don't need an item, downside is you can only use on self, not an ally. Examples:
Armor that replaces limbs.
Increased speed.
Increased Strength.
Bonus action Teleportation.
Bonus to spell attack rolls.
Ability to ignore cover.
Bonus to weapon attack rolls.
Bonus to AC.
Advantage on Initiative.
Cannot be surprised.
Increased CON.
Weapon produces light.
You have a friendly homonculus.
Ignore the loading property.
Weapon creates its own magical ammunition.
Shield pushes back enemies.
Resistance to a damage type.
A thrown weapon returns to your hand after being thrown.
Looks like a bunch of cool magic warrior stuff to me as long as it's decoupled from being based on having a magic item.