It makes a sense as the chassis for a S&S PC sorcerer type, but there are a bunch of artificer features that don't work so well.
Alchemist is the only subclass that doesn't need to be heavily modified/reskinned--armor model, eldritch cannon, steel defender, these things don't fit the S&S milieu at all. And, while you can reimagine them as something more fitting, there is a lot of cruft that translates poorly. For example, battle smiths and artillerists heal their pets with the mending spell; that doesn't make sense if you reflavor the steel defender to be a devilish familiar and continue to use mending as a repair spell in other circumstances.
Then there's the emphasis on tools--which isn't incongruous with S&S, but is conceptually limiting if artificer is the only spellcasting class.
And there's the infuse item options to replicate various magic items--which makes total sense for an S&S sorcerer in principle, but looking over the list, it is full of magic as technology conveniences: cap of water breathing, goggles of night, wand of magic detection.
And finally, the spell list is
mostly things that go against S&S conventions, which are (to quote myself paraphrasing the Xoth players guide):
Rope trick, water breathing, cure light wounds, revivify, detect magic, invisibility, and fly are all on their list.
---
I'm not objecting because I don't like the idea, I'm objecting because I did like the idea, did some work reskinning features and modifying subclasses, realized how much stuff needed to be changed to make the class fit, and gave up

.
If anybody has written a less Eberron and more S&S Artificer, I'd love to see it.
But I think it might almost be easier to make paladins the sole spellcaster--most of what they do outside of their spell list and weapon & armor proficiencies is actually pretty S&S appropriate.