Money's not an issue since I've been ruled into using BMC to get reagents for cheaper. I'm basically a crafter of mundane devices, and it's been pretty effective so far. Sure, I'm not doing alchemist bomb damage, but I've made due with the bare essentials. Plus, I've been using Master Alchemist to make enough poison to share the love with the party, so they've given me kickbacks for crafting alchemical remedies and such.
Like I said, it's not potions, but it gets the job done.
I'm really excited for the arcanist. The class seems super cool, but if it's not your speed, don't include it in your games. As far as PFS play goes, I'm sure this'll go the way of the Synthesist and gunslinger shenanigans.
I'm personally thrilled at seeing how the "magical hacker" comes into play. In a way, I'm kind of hoping it's super strong because of how it'll fit into my given campaign.
Are arcanists lost casters from an ancient civilization, marking a time when magic in the blood was just as prevalent as magic in tomes? Are they a new phenomenon? How the arcanist fits into your world is kind of your own decision. This class is going to be awesome no matter which side of the table you're on.
I mean, maybe this is just me. But what's the appeal of high level play beyond 20th? At 17th or so things begin getting to the point you really have to adjudicate things on the fly because the PCs have such a high aggregate power compared to what you can throw at them.
Yes, it's cool to say your character is the stompiest of the stompy, but at level 20 there's very few obstacles (barring you playing Forgotten Realms) to doing as you please.