As a generic comment I'd like to add this:
The artificer's infusion are best used when the party has time to prepare for an encounter, since then casting time isn't important.
However, if the campaign has the PC's running into encounters without any possibility of preperation time and again, an Artificer is going to run out of action points very soon. If you, as a DM, allowed the artificer but didn't include action points, and have the kind of campaign where the PC's almost never know what to expect, you are screwing your artificer PC over bigtime.
Of course, in my experience it's as much a problem with the other PC's as it can be with the DM (always running after plothooks without preparation.....).
In any case, an artificer can become pretty frustrated when all his applicable infusions can't be used because the fight will be over before he can finish it. In those cases, reading '10 rounds' instead of '1 minute' is the only fair option I would see as a DM. (now only to convince my DM....)
Having said that, reducing the casting time of a 1 hour spell to 1 minute was never my intention. I already feel 24 hour casting time being reduced to 1 hour is a very big advantage for only 1 level.