| OmniMage |
Sorry about the wall of text. I felt I had a lot to say.
For an artificer character, I would suggest making your class a Wizard because they gain a number of bonus feats that can be used to buy magic item creation feats. They also have a large list of spells that can be used as prerequisites for crafting magic items.
However, I think there are too many item creation feats. They will use up your feats without much benefit. Having 2 or more magic item creation feats does not increase the rate you craft items; it only adds to the selection.
My current house rule is there are 2 magic item creation feats: permanent (wondrous, arms and armor, rings, and rods) and consumables (scrolls, potions, wands, and staves). If you don't use my house rule, then maybe you should restrict yourself to a handful of feats. Scrolls, wands, and then either wondrous or arms and armor. That would be a lean selection.
Scrolls - These allow you to have any spell you need ready at a moments notice. A good option for any spellcaster.
Potions - Expensive scrolls. They cost twice as much as scrolls, only go up to 3rd level spells, and can only be spells that target others. However, they are handy for situations where you don't want to bring your spell caster along with you (like scouting). Other than that, its much more economical to get your spell casting friends to buff you before a fight, even if that means using scrolls. Characters should buff before a fight as buffing during a fight wastes combat actions. You might want to make an exception for spells with short durations (such as haste).
Wands - These give you the ability to cast a lot of spells. They also don't suffer attacks of opportunity or arcane spell failure. They are made with 50 charges. They are the cheapest consumable option for casting spells from magic items. They may go up to 4th level spells.
Staves - Staves are a potent option. They can have spells of any level. They can carry multiple spells. They don't suffer attacks of opportunity or arcane spell failure. To keep costs low, they often make some spells use multiple charges. Unfortunately they can only be recharged at a rate of 1 charge per day. Thats not just for the staff, the caster can only recharge 1 staff a day, so recharging staves will be slow. Consequentially, it does you little good to carry around a lot of staves. To recharge a staff, you must be able to cast the highest level spell the staff has. If a staff has multiple spells as their highest level spell, you get to choose which spell is used. Recharging a staff uses up the spell.
Craft Wondrous - This will allow you to craft magic items that your team can use. This feat gives you a wide selection of magic items you can make.
Craft Arms and Armor - This will allow you to craft magic items that your team can use. The selection is not as wide as craft wondrous.
Craft Rings - This will allow you to craft magic items that your team can use. Like wondrous, you get a selection of magic items, but the list is much more narrow. I think this feat should have been made part of wondrous items; not given its own feat.
Rods - I'm not sure how to define these. They're kinda like wondrous items. I think this feat should have been made part of wondrous items; not given its own feat.