The additional items are nice, but I have the same issue as many as a lot of the alchemical items that require saving throws lose their effectiveness at higher levels, that is why I was hoping there were rules on augmenting these items.
Being an Alchemist, the damage-based alchemical items aren’t as bad, as I can add my INT modifier, but a 12 DC for Sneezing Powder is always going to 12. I wish they would have put rules in there to be able to raise that.
As for the current rules for Masterwork under the Craft skill, I really think that is more geared towards weapons and armor, as well as the tool kits, as Paizo already has clear rules on what the bonuses give you.
What does a Masterwork Alchemist Fire do? What about Masterwork Tanglefoot Bag? Yes, a GM can always take more time to make up numbers for that, but that can be time-consuming, as well as challenging in trying to keep it balanced.
Besides the fact, is someone really going to spend 300 GP for an alchemical (weapon) item for a one-time use? Even if you charged the minimum 50 GP (associated with the tool kits), would someone pay 70 GP for a Masterwork Alchemist Fire?
Not trying to completely put the book down, I will buy it either way as I am curious what new items were added. But I can’t say I’m not disappointed they haven’t addressed some of the older and ongoing issues with alchemy items losing their usefulness at higher levels.