My main point is that if you have a class that focuses entirely on potions, and has no ability to produce or create academical items in a meaningful way, then its a "Brewer" rather than an "Alchemist".
Except according to WotC, it's an Alchemist - Master Alchemist from Magic of Faerun has nothing to do with alchemy items at all, and spends his whole time brewing level 9 potions. Likewise, Alchemist Savant has as many or more abilities dealing with potions as it does alchemical items. I just dropped the "Master" bit since it was a base class rather than an Archmage type PrC.
It feels mostly like it should be a (rogue + potions - sneak attack) rather than (wizard - spellcasting). Like "A rogue apothecary, traveling the world in search of exotic ingredients".
The class you're looking for roughly exists - it's the Athasian Bard, which is akin to a poisonmaster/alchemist assassin as a base class. On the other hand, like most of the 3.5 Dark Sun classes, the balance is pretty poor. Athas.org tended to err strongly on the limited side for material they made themselves, so I'd guess the class was Tier 4 or 5. But it would provide a skeleton to work from.
I guess it feels more like a NPC class (like a magewright or Adept) than a PC class if that makes sense.
That's a bit odd, given it's Tier 2 (roughly), as it has a much wider set of spells known than a favoured soul, access to the same list, but lesser spells per day. Which it can blow all of them on level 7-9 spells if it wants to. On the other hand, it's possible to just stock up on lower level spells with piles of metamagic enhancements. Will give you it's definitely not my best standalone base class (that's
Walker in the Wastes), but it wasn't meant to be. It was just a fun idea I cooked up quickly.
well somewhat, By my count i believe there is something like 192 different alchemy items in 3.5 (not including dragon), with roughly 15-30 more Drugs; and i believe quite a bit of poison items (if you allow the rule in Vile darkness that allows alchemy to make poison); Alchemists can Heal, Damage, Buff, Debuff, and Battlefield Control with the materials printed, a Craft (Alchemy) character can do quite a bit more than most people give them credit for.
Now granted the PHB has roughly 390+ spells for wizards, but a good alchemist can generally access his whole load by level 5.
I'll try and dig up the old outline i had for an alchemy only handbook, i suppose it's one of those overlooked corners in the system no one looks at because it's only ever seen in tiny pieces.
This right here (access everything by level 5) is why I don't think alchemy is particularly well supported - WotC never scaled the alchemical items high enough that they could be used as replacements for upper level magical items or spells, which is necessary to make them the focal point of a character. Now, a well designed build can overcome that, but CO has shown it can break the game using a commoner, so that's more a reflection of the options available in D&D rather than the strength or weakness of alchemy. It's also a build that requires a lot of downtime in order to have enough items to last for a long campaign (or magical item use to do the same thing, but, again, not alchemy), which puts some restrictions on the types of campaign it's any good at.
On the other hand, it's one of those aspects of D&D that could definitely do with a good handbook, if for no other reason than to collect all of the options in one place for the first time, which I've never seen. It would certainly make designing a class using them easier.