My analysis of current Artificer infomation and how I am using it to make my first Artificer:
Casting Spec:
I do not like a full caster version at this time. You will have around 60% of the spell points of a fvs/sorc and will also have to spend a lot to keep a raid buffed. Your blade barrier will always be 5 dc lower then a fvs(aura/heighten) and tactical detonation is a nice cc/aoe mini polar ray type spell but has targetting issues and hard to get a great dc on. Outside of those 2 spells you have limited nuking/cc options.
Artificers also have an enhancement problem. Consider the following that a caster spec would want:
Full force = 19 aps
Racial Toughness = 3+ aps
Repair +50% = 7 aps
Intell III = 12 aps
Wand mastery IV = 10 aps
Energy II = 3 aps
Capstone = 2 aps
Rune arm = 16 aps
That is 72 aps, leaving 8 for racial, PrE, boosts, skills, and ranged. Sadly, you can't make an Artificer and be good with rune arms, ranged, spell casting, and item casting all at once. I also am not sold that we will be running around with 40+ dc PK wands, even if it works that way with 3 Wizard past lives, that will get nerfed and I have no intention of wasting my time leveling to be nerfed later. Unless you really believe they would let a class run around in epics using wands to instakill a mob every 6 seconds.
I never see Artificers being great spellcasters but they will be good when a PrE comes out. BB speaks for itself. Rune Arms are basically our SLA's. DC's and spell points hinder them to much though, which leads to my next topic, evasion.
Evasion:
With the change to the capstone, going pure has a lot less benefit. Since I don't think wizard past lives and wand heightening will stack with it for crazy overpowered wand use, it isn't much better then the bonuses you get from leveling. We know that most traps don't need evasion, but there is no denying that it at the minimum it is useful for traps in general. I am not going to try to sell you on evasion, vets already know if they like it or not. It is the main benefit you can gain if not going pure.
Splashing:
Since we already get trap/umd as skills, rogue splash isn't needed. Monk splash on the other hand gives us evasion, more hps, and an extra feat(lose Arty 20 but gain 2). I will use it for an extra toughness or lightning reflexes. This is assuming that you agree with me that a pure spellcaster isn't the best option for you at this time. The biggest issue I find with splashing is the level 6 infusions. Losing 2 levels also means going from 4 to 2 infusions. I went over each level 6 infusion until I was certain I could live with only 2 of them. Lets go over the 7 options:
Globe of invulnerability = just as easily scrolled
Repair critical mass = Warforged are not played as much as before, get repair mod mass anyway
Deconstruct = useless against trash, bosses probably immune, instead of wasting mana trying to get it to land, better to use it to keep melee buffed or aoe pot healing. Probably will be given to wiz/sorc, and they will be much better at casting it. Wouldn't mem this on a pure Artificer until proven otherwise.
Reconstruct = with construct essence, this is a given.
Deadly weapons = solo or shortman not needed, in raids this is a given.
Blade Barrier = solo or shortman this is a given, in raid, not really needed.
Tactical Detonation = my 4th spell on a caster spec, still not a great choice though
So in conclusion, I can live with 2 infusions. Reconstruct with blade barrier/deadly weapons swapped depending on group. This also means that I only need Artificer 16 to accomplish this, and can splash 2 more levels. The obvious synergy is with fighter. Haste boosts, toughness, more hit points, 2 feats, str I. I like 16/2/2 over 20. It still gets decent item use, traps, healing, blade barriers, reconstruct, buffing, evasion, and more hit points. It gains much more ranged damaged but loses Rune Arm damage, which feels more active to me and thus more enjoyable.
Build:
I love Artificers, their flexibility is amazing and they really suit my playstyle. I plan to make 3 of my 9 characters into final life Artificers. This will be my first one based on my current characters and their situations, and the current info released. I believe it to be a decent balance of everything Artificers bring to a group, yet not going full out into any one aspect.
Half Elf
16 Artificer/ 2 Monk /2 Fighter
Rogue Dilettante
36 point build(2*Ranger for me)
9 Strength: a good str is needed for carrying repeaters, stacks of potions for healing, scrolls, and everything else
+2 tome
+2 guild
+2 rage
+6 item encrusted ring
+3 profane abishai set
+1 exceptional encrusted ring
+1 enhancement fighter str I
26
+2 yugoloth potion optional(-4 will save)
17 Dexterity: needed for improved precise shot with +2 tome, lower if higher tome available
+2 tome
+2 guild
+6 item Arcane Archer ring
+3 exceptional Arcane Archer set crafted +2 dex
+1 profane litany of the dead
+2 yugoloth potion
+1 enhancement rogue dex I
34
14 Constitution: d6 class with no toughness enhancements, 14 is minimum
+2 tome
+2 guild
+2 rage
+7 item epic envenomed cloak
+1 profane litany of the dead
+3 exceptional +2 encrusted ring +1 boots of corrosion
+2 yugoloth potion
+1 enhancement human adaptability
34
18 Intelligence: main stat for skills, spell points, blade barrier dc, insightful damage
+2 tome
+2 guild
+5 levels
+7 item Epic diabolists robe
+3 exceptional +2 tovens hammer +1 Epic diabolists robe
+1 profane litany of the dead
+1 enhancement intelligence I
+1 enhancement human adaptability
40
+2 yugoloth potion optional(-50% fort)
+2 +4 tome
+2 intelligence III(aps are too tight)
8 Wisdom: dump
8 Charisma: bit extra umd/haggle
2 tome
2 guild
4 eagles
16
Feats:
Base: improved critical ranged, precise shot, improved precise shot, point blank shot, rapid shot, quicken, mental toughness(optional augment summoning)
Monk: toughness, lightning reflexes
Fighter: quickdraw, weapon focus ranged
Artificer: construct essence, maximize, empower, empower healing
Skills:
disable device, open lock, search, spot, umd max
rest in hide, move silently, balance, haggle
With so many skill points and good dex, 40+ hide/ms/balance is possible
umd: 23ranks+3cha+4gh+2good luck+1skill mastery+2scrolls+6greensteel=41
Hit points:
20 base
10 draconic vitality
30 greater false life(belt)
45 shroud hp helm
96 artificer
20 fighter
16 monk
10 fighter toughness I
20 racial toughness II
22 toughness
20 item toughness
240 con
10 battle engineer
20 yugoloth potion
579
Spell points:
600 base
80 magical training
375 intelligence
200 archmagi(skiver before buffing or archmage belt)
150 shroud
105 mental toughness
1510 + bauble, archivists, talisman, ssr = 2k+
To hit:
20 bab(divine power)
4 greater heroism
1 haste
1 weapon focus
1 point blank shot
5 weapon
12 dexterity
2 arcane archer necklace
2 battle engineer
2 crossbow attack
2 howling bracers
1 litany of the dead
5 sneak attack
2 flanking
6 flanking yugoloth potion
-2 yugoloth potion
64
Damage:
2d8 base greensteel heavy repeater lightning II(waiting on alchemical crafted info, have a lit II and earthgrab already)
2d8 point blank shot
15 intelligence(insightful damage)
4 past life ranger
5 weapon enhancement
2 battle engineer enhancement
2 crossbow damage
1 howling bracers
2 good hope(epic mask of comedy 9 minutes 3/day)
2 berserker set
1 litany of the dead
2d6 holy
1d6 shocking
shocking blast
shocking blow epic charged gauntlets
shrieking bolt howling bracers
12 lightning strike
4-16 electrical IV tovens hammer
3d6 sneak rogue dilettante
8 sneak tharnes
100+ per hit before crits
17x20 x2 +10% speed from AA set, fusilade, Helf damage boost, fighter haste boost
Saves:
5 resistance epic envenomed cloak
1 alchemical
4 gh
2 good luck
3 monk
3/0/0 fighter
5/5/10 arty
12/12/3 stats
0/1/1 rage and haste
0/2/0 lightning reflexes
35 fort/35 reflex/29 will
2 water stance
1 way of the clever monkey
38 reflex for traps
Gear:
necklace/ring1: Arcane Archer set +2 dex
belt/ring2: berserker set +2con
rune arm: tovens hammer with +2 int and transform kinetic
helm: greensteel concordant opp hp helm
trinket: litany of the dead
bracers: wind howling
goggles: tharnes
cloak: epic envenomed with toughness
robe: epic diabolists with +1 intelligence and heavy fort
boots: epic corrosion with good luck and +1 con
gloves: greensteel sp/cha skills swapped to epic charged gauntlets with spell focus evocation, depends on if needing umd to heal/reconstruct a raid tank
Misc: epic mask of comedy
no seeker, but even seeker 10 is only 4 damage with a repeater, could fit a crystal cove seeker 6 helm in, but will lose something else. Seeker 6 is only 1.2 damage on a 50% fort mob, so not dire to this build
Enhancements:
Left this for last because it is the hardest part...
2 fighter str I
2 rogue dex I
6 helf con I/int I
2 arty int I
1 way of the clever monkey
1 fighter toughness I
1 fighter haste boost I
6 rogue dilettante III
10 helf versatility
3 racial toughness II
4 battle engineer
3 arty damage boost II
3 xbow attack
4 xbow damage
6 wand mastery III
7 repair VII
19 force all
I had to cut back some things I wanted, racial toughness III, full arty damage boost to get extra boost, wand mastery IV, and rune arm upgrades among others. Subject to change upon leveling. If heavy raiding, drop some force enhancements for wand mastery IV.
Gameplay:
When soloing/shortman, bladebarrier and repeater kite, with quickened reconstructs. In raids, buff the party, then range or tank scroll healing or party potion healing. With quickened/maximized/empowered/empowered healing cure serious potion throwing mixed with cure mass scrolls, you will be able to heal a shroud round solo, or help in vod/tod/epics as needed. I believe this build has the right mix of skills, healing, buffing, dps, and casting for any group.
Edit: build has 6 resist all due to 2 past lives and way of the monkey.