
Smug Narcissist |

Its low level stuff.
A 1st level alchemist does 1d6+ his int modifier in damage with his bombs,and 1+int splash damage with a reflex save for half.
That same alchemist throwing an acid flask would do 1d6+int + 1d6 next round,and 1+int splash damage with no save.
So Acid Flasks and Alchemists Fire actually do more damage than bombs for the first two levels.
For the first 4 or 5 levels the DC's and damage of alchemical weapons are perfectly reasonable.They are not supposed to be primary weapons, you wont kill an ancient red dragon with itching powder. They are little gimmicks and problem solvers.
Some of the stuff is really good BTW.

Zwordsman |
Nice at the GM homebrew.
I would love to have more effective things like that lighting bottle.. or those grenades etc..
Alchemist's int buff helps a lot though I don't know what if any that it applies to.. It'd be neat if it just added that damage to any alchemical weapon... It'd make the liquid blade real fun

Reinhardt |

Yeah that's part of the homebrew bit we're setting up lol. Trying to make these useful endgame, but still balanced. Which means a leveling system like the Alchemist's Bombs on damage and saves. Pretty simple really. Honestly don't know why it isn't implemented legitimately. =P
N yeah Liquid Blade could get real fun lol.

The Quite-big-but-not-BIG Bad |

It'd be the easiest thing in the world to just homebrew some stronger alchemical stuff. Flasks that have two compartments that combust when they mix could be stronger than regular alchemists fire, napalm-like clinging fire could deal more damage over time, ditto for more concentrated acid.
Try to find ways in which alchemical items could logically imitate certain spell effects (like bottled lightning that paralyzes like Hold Person or vertigo-inducing fumes that imitate Confusion). Just keep in mind that they're nonmagical and should be (much) less powerful than spells that are available at the same level.
It'd be nice to have some more non-magical alternative ways of damage and battlefield control. That being said, nondamaging stuff like smokesticks remains useful well into the endgame, and even beyond level 20.

Abyssian |

"Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature."
This is why all alchemists should carry holy water. My alchemist has used holy water to great effect against incorporeal undead by throwing it at party members who were surrounded.