Regarding "artificers would fit into most settings," is there a magic item creation conflict of identity?
A setting may be:
magic is everywhere, artificers fit in, magic item creation is common enough to justify it. Forgotten realms and eberron are big callouts for this, they have very common magic.
Or:
Magic items were largely created in the past, by greater civilizations, that's why we delve into dangerous dungeons, for treasures of the past including magics that are greater than anything we can create now (lost knowledge, post post apocalypse, forgotten Roman tech analogue). Artificers don't make a lot of sense here, unless your artificer is relatively unique.
I'm always torn between these two for my own games. I like the romanticism of the latter but the former is more desirable by players and practical from certain GM standpoints.