Overall, I am disappointed with the new Artificer. There are some improvements compared to the older one, and some changes that I regard as worse than the previous.
My biggest annoyance is that the original issue of the Artificer was not addressed gracefully: It has a general problem with sheer throughput.
Artificers have always been fairly versatile, but lacking when it comes to their turn in the combat round: aside from a couple of subclasses, they are half-casters trying to be full casters. Adding Int once to the damage rolls of a cantrip matches neither having a proper extra attack, nor the ability to start the fight with a fireball or similar before falling back on those cantrips. Even where the artificer does have multiple attacks, it doesn't scale well.
As Mr Mearls brought up not long ago, the adventuring day paradigm that WotC seems to use is no longer the way the most modern D&D is played. There are less dungeon slogs, exterminating every inhabitant room-by-room, and more single set-piece difficult encounters, with maybe a skirmish or two beforehand. Due to WotC's 6-8 encounter model, they seem to undervalue at-will or always-on abilities, and overvalue limited-use but powerful abilities like high-level spell slots. Artificers, with their ability to provide long-term buffs through distribution of magic items, seem to have fallen afoul of this.
Given the improvements that many of the lower-performing classes received in 2024, I was hopeful that artificer would be similarly improved. The only indications that the new artificer may be able to do well compared to many 2024 classes seem to rely on specific gimmicks, such as being at Tier 3, or getting downtime and mass-producing wands of magic missile.