Cap'n Kobold
Hero
I like to think that Miracle Max's cure took an hour to create, and was a chocolate-coated, 500gp diamond.Neither an edge case nor conceptually doing things requiring magic, at all. Rather, D&D has long neglected things that can be done without magic, to provide magic exclusive 'niche protected' coverage of those same things. In genre, for instance, there may be a Priest (and he won't be called a Cleric) but it's unlikely he'll go on the adventure and frequently 'heal' the hero in the middle of a fight - the Priest might heal or even raise a fallen secondary character outside of combat. Or a mundane or even merely mystical (or freakishly pseudo-scientific, like Miracle Max in Princess Bride) healer might provide similar services. In D&D, the former contrary-to-genre in-combat-glowy-'healing' is obligatory, the latter non-combat/less-magical genre-typical healing, underpowered, in the case of not-so-magical, in the name of 'realism.'

But no, 'glowy' healing in D&D is not obligatory. If HP aren't necessarily meat, then Cure Wounds can look like nothing more than a helping hand and an encouraging word. Healing Word can be nothing more than a denigrating comment about the target giving up so easily that spurs them back into action. etc.
As to the 'doing stuff without magic' bit, I think that that was an issue from in the earlier editions before 3.x style multiclassing. It was easy to justify a mundane character not doing magical things, but harder to justify why a character who was able to cast spells couldn't also learn to do mundane things as well if they put the same effort in as the character who couldn't cast spells.
In 5th ed, you can represent thing by multiclassing, but that wasn't an option in the early editions.
Kinda sounds like a Bard as well. Or some versions of cleric. Or someone with White Raven and/or Devoted Spirit maneuvers from the Bo9S. etc.In genre, you'll also have a hero, supporting-cast leader, or even plucky side-kick, who provides inspiration, advice, re-assurance, or even just a significant look or a need for aid, at a critical moment, and the exhausted troops rally or the battered hero comes from behind and carries the day. D&D only ever touched that trope with the Warlord, and it doesn't require magic - indeed, magic could cheapen it. It's hardly an 'edge case,' either - unlike the pious guy standing behind you making you wounds disappear every six seconds.
If we're allowing non-magical healing then we're accepting that magical healing can also mean nothing but a good pep-talk. At which point the difference becomes academic except in those rare cases when antimagic is involved, or whether an ability would go 'Ping!' under detect magic.
Yep. I'm thinking that if you view infusions as slapping together a temporary device and removed the ability to spell cast normally, that wouldn't be a bad fit. Or you could even require the devices (infusions) to be assembled over a long rest, giving a games-mechanical effect almost similar to normal vancian spell preparation.I didn't mean to imply non-magical artificer when I said non-casting and 'fantasy engineer.' Just one who can make fantastic devices, but not cast spells in the heat of the moment.
Yep. If the DM allows magic-item creation, then the assumption is that she will allow Artificers to create items at least as well as most other spellcasters. I personally would have preferred the UA Artificer class' items to be as you say; temporary-with-upkeep similar to that rather than actual once-ever removable items.'Temporary' (as in only with the Artificer there to keep them running with his 'slots,' in the above idea) would cut it, IMHO, if the campaign wasn't high-magic-item and needing an excuse for all those items anyway.