Honestly? All of this reads like "you shouldn't let an engineer become an artificer, because they will build a literal tank with a cannon"
Ok. I'll remove the prepared part. But move some stuff under moon druid instead and put back in the channel nature.
Channel Nature: Wild shape
You can use a bonus action to transform into an animal. Your form can have a number of augment according to the Druid chart (2 scaling to 6), with some augments taking more than one point.
While in wild shape, you can use Nature in place of a Deception check to avoid notice. If the creature is not native to the area, or is otherwise an unnatural combination (like a mouse with wings), you have disadvantage on this check.
Your attacks use your wisdom modifier, and deal 1+your proficiency bonus in damage.
1 point Augments:
-Thick skin: reduce all bludgeon, piercing, and slashing damage by your proficiency bonus.
-Claws: deal 1d6+wis+your proficiency bonus.
-tiny or large
-Mount: +10 move speed, can be ridden
-gain advantage on concentration checks.
-you can use Wis in place of Str, Con, or Dex. Can be taken more than once.
-gain advantage on str, dex, or con checks. Can be taken more than once.
-truesight: by combining several different senses, you can see though any illusion.
3: you learn these additional augments. And can use 1 more when you wild shape.
-pounce: when you dash, you can also make an attack action at the end of your movement. Deal an extra 1d8 damage
-grapple: you can use a bonus action to grab them
-trip: you can use a bonus action to prone them
6: you learn the following augments. You gain a second extra augment.
-Venomous: immediately after you hit a target, use a bonus action to make the target makes a fortitude save or gains the poisoned condition
-Bite: 1d6+wis as a bonus action
10: you learn the following augment. You gain a third extra augment.
14: you learn the following augment. You get a four extra augment.