I have seen a google.docs list of artificers - an epic volume of links! A lot of work on compiling the links as well as all the creative content! Great job to all who have contributed.
As I have gone through a few and purchased a few pdfs, i have realized that i am not after a class. Instead I want to fashion after the feat create wondrous item.
A wizard progresses normal in their class. Their ability to create items is based on a feat, skills, skill ranks, and skill rolls!
I see this as a possibility for the (non-magical) tinker gnome. A character would progress as normal in their adventuring and chosen class.
As they can afford (GOLD!) and as they are able (feats, skills, rolls), and as they have time (days), A gnomish hero can attempt to keep themselves and their workshop supplied with clockwork items, weapons, devices, and of course constructs.
This would need to be game balanced. The mechanics for this would most likely pattern after magic item creation - which has extensive documentation and balancing.
So far I do not see the mechanics that well describe a 1st level clockwork pony.
I could buy a real pony with starting gold - so this does not seem unbalancing to be able for the (gold, time, feats. skills, and rolls) be able to create a clockwork pony to ride.
This is obviously just one target example, my goal is to foster the guideline mechanics for all clockworks. Perhaps with flexibility for a GM to approve/ select modularity/ power levels.