The problem is that there are elements of the artificer class that don't appear in this subclass. Among them.
* Artificers could fight decently. Simple weapons, d8 HD, medium armor + shields. The wizard lacks all this as he's supposed to be a support PC.
* Artificers were trapfinders (Search, Disable Device) as good as a rogue. The wizard lacks the proficiencies (perception, thieves tools) to do this. (Although, I guess an appropriate background could fix that).
* Artificers were great at dealing with constructs (healing, building, and destroying them). The wizard doesn't get any special abilities to do any of that, beyond the traditional spells any wizard can cast.
* Artificer spells were mostly buffing, building, and a touch of healing (in 4e). Wizard spells summon monsters, throw fireballs, animate skeletons, and a bunch of other un-flavorful stuff.
Those things alone are major strikes, and really make former methods of playing the artificer (both 3e's generalist and 4e's leader/healer) both invalid.
I'm not even sure how to fix these things, but it gives me a point of reference to start.