Artifical Thoughts
Agreed with Everyone Else on weapon juggling=bad. Basically, as printed, I see three kinds of Artificers: Warforged Artificers (embedded weapons, embedded Implements), Implement + Dagger/Throwing Hammer artificers, and bad artificers. Throwing Hammer Artifcers are actually the most interesting -- as they can bump up strength to have a decent ranged/melee basic and actually get AoOs (though given the lack of Close abilities, this is very weak) if they want to.
The mix of weapon/Implement powers is actually a problem in multiple ways -- it doesn't just mean having to take actions to switch around weapons (or in the case of Shielding Cube, not working at all unless the Artificer uses a one-handed ranged weapon), but that an Artificer must maintain both a magical Implement -and- a magical ranged weapon (the latter being somewhat more important, but still). Even the Paladin isn't this MID-centric, as she -can- choose to take all melee powers or all-Implement powers, and at high levels, can get a Holy Avenger.
I'm not that bothered by the flavor or silliness. I mean, really, dudes, it's D&D. You can reflavor. Maybe the Artificer's just powering up some "blank" potions she gave her allies pre-battle and letting allies drink them as a free action (actually, that's pretty good).
That said...lots of quibbles (yes, am sending to Wizards):
Repair Object: Can't heal constructs. Right? Just Checking.
Temp hit points: a healing surge from everyone who uses it? Really? For about 5 temporary HP, up to 14 at 20th level? I don't have any problem with Artificers having a temp HP option that works on a burst, but this is just awful; most allies are better off saving their surge and just burning a minor on a healing potion. I think this mechanic needs rebalancing at at least some levels, particularly since by and large, temporary HP aren't as good as actual healing.
Artifice defenses: Seems off. Aside from the AC=Reflex issue (ok, just like a Wizard), artifices start off with defenses of 5, ie, an auto-hit (is this intended to be 15?), and scale up to 34 at 30th level (actually better than a wizard's 30th level defense of 31).
Restorative Infusion: Oddly, the second part of this power is potentialy, much more disruptive than the first. Consider the Warlock. Now, consider a warlock who starts spending all her minor/move actions giving away temporary HP or cursing creatures (who die to give her more temporary HP to give away...). The "transfer temporary HP" abilty needs a "any of -these- temporary HP" or at least an expiration time.
Regeneration Infusion: needs an expiration time. Otherwise, the artificer ends up getting to choose at every short rest whether to rest, or to just keep sustatining the Infusion for another fight -- which might be worthwhile in some instances.
Good Luck Charm: Wow. So you can spend every short rest passing around the Good Luck Charm, giving everyone +5s on their first non-attack roll? Even for a Utilty 16, this is strong; it's a party buff that can also give one character (or with extra actions, multiple characters) in-combat buffs. Plus, it's an untyped bonus.
Dancing Weapon: can't be retargetted?
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In terms of personal impressions:
I like the flavor of a Leader (Controller minor) who boosts allies by enchanting their stuff, and attacks enemies by throwing objects imbued with magic at them? More of that please? Actually, dropping implements entirely -- and having the class go with either a ranged, "Green Arrow" approach where they used special arrows/potions from a sling/infusions rubbed on a thrown weapon (or even a melee weapon--I'd love to see some spells that could be either ranged or close, depending on the weapon they were used with) or an activate (nominal, shouldn't require preparation) infusions on allies armor/weapons to have special effects approach (the Warlord "ally makes a basic attack with a bonus" basic really should make an appearance here--it's just so perfect, and adds some more leader-ish flavor to what's largely a very "controller" set of attack spells past first level).
While it's very important to -not- duplicate the "many, many craft points" approach of 3nd Ed, I think adding more craft -- in the form of free acquisition of the craft/destroy item rituals at appropriate level -- would help make the class feel more "artificer"-y.
This is, I think, a general point of feedback, but certainly applies to the Artificer. It seems to me that the developers do the game a bit of a disservice by having so many classes that don't have a useful basic attack -- melee charming rogues, most wizards, charisma paladins, and charisma clerics might, or might not be paid for not having a basic attack with greater flexiblity/power (certainly, a charisma paladin is, despite the annoyance of not having a good AoO to a Paladin, as they get better ranged, close, and area attacks (and powers tied to their main ability at every level), in payment), but this also means that classes built this way don't play as well with others -- they may be able to lead, but cannot be lead. The artificer looks to fill exactly this role, as without spells that replace basic attacks, and wilth little reason to invest in either Dex or Str, she's going to be walking around with a weapon she cannot really use except with powers, on her own turn. (the amusing bit is that all of the above are resillient to control powers, as they have no good basic for foes to use against their allies. But isn't this also bad for the game?) (A 4.01 idea here would be for all stat-replacement at-will attacks to give you the ability to roll that stat for that type of attack as a basic. Rogues could make AoOs with Dex. Paladins could make AoOs with Charisma if they had a melee Char at-will. Something similar could be added with ranged abilities for Clerics, Paladins, and now Artificers, and Wizards would either need fixing (they -can- have a ranged basic, but have good reasons not to) or not).
It's worth nothing an artificer's skill selection. First, they don't have much of one -- they get to choose three skills of 6. Though for ritual casting, it's certainly interesting that they've got Heal+Arcana. OTOH, they only have two skills based on a key ability -- Arcana and History. This means they're either going to be investing in Wis for defense/skills and looking at some of Dungeoneering, Heal, and Perception, or going for skills with an overall greater-than-average usefulness and flavor -- probably Thievery (a fairly rare skill to have access to without a feat) and Perception. In fact, between Thievery and Ritual Casting, the class is probably the most flexible out of combat one out there, even without a lot of skill selection, particularly since most traps are much more easily disabled with a Thievery check than by any other method.