I have placed awhere ever the text diverts from what is currently on live to make it easier to spot the changes.
There is a lot of talk that Arcanotechnicians are getting a pass this update, so maybe I'm too late, but I have to try. I am presenting ideas here for the 2 trees to be updated without significant work. I am also presenting an idea for the 3rd tree along with spell and dog revamps. I think this is in line with whats currently in the game and more in the realm of what the Devs might be willing to implement. The Battle Engineer's and Arcanotechnician's Tier 5's are pretty darn lackluster. I would like to get rid of the movement speed penalty from the rune arm, freeing up a Tier 5 spot there and adding more options for builds that go primarily into one of the other 2 trees. One of the major problems with Artificer's is the fact that they have 2 fairly unique class abilities, the dog and runearm, that are both pretty ineffective without enhancements, but you get stuck deciding which you are going to make effective and which one will suck. Most go for the rune arm because the dog's AI is terrible so its hard to justify focusing your AP into it. Adding a third tree is just going to exacerbate this issue. The issue could be remedied a lot if the dog's own personal enhancements did anything real for it, then Arcanotechnician would just be icing on the cake. I think all stats, saves, AC, HP, DR, PRR/MRR, doublestrike, and Fort enhancements should be in his own tree, then the Arcanotechnician tree could add new capabilities to it, such as Automated Repairs, and my new breath weapon idea. See each section below, and feel free to criticize.