I actually have a smol question for the folks in this thread, that maybe some folks could help with.
I think the one thing I haven't read or seen a lot of in the feedback is what would be cool or exciting. If this archetype isn't exciting to you, what would be, and why would it be exciting? What would you do with it? I'm curious because it could help add new details to everything else being said here.
Me also play hybrid melee arti. Just want to use Tactical Detonation because it is a cool spell with good effects. But as a melee focused build it is impossible to gather high enough dc tho I have all the sources I can get DC from.
TD dc works quite well till R6 then it become very unreliable. Lots of effort for nothing.
I cant even use high fire and force spell power, there is not enough room in the build for that so I just skip it. The only effect I use is the knock down effect.
Hybryd builds already done their tradeoffs. They need more support or some kind of Specialty feat which helps to get sufficient dc and/or Spell power.
Runearm damage is in the same boat. As a melee I have to take 3 Metamagic Feats + Have to put points into Machritechnic to get basicly the same dps with runearms.
This is punishment and wont motivate me to use runearm at all. I've already removed the runearm charge toggle icon from my hotbar.
I dont say give extra dc or sp for hybryd builds free but a Specialty feat could solve some problems, or as OP wrote extra dc or sp could use a skils or melee power.
Or remove the Specialty feat pre requisites for the spell dc. There is no room for 3 extra feats just to be able to get Specialty DC feat.
Artificers have the repair skill which is good for what? Selheal only. Repair Spell power good for what? Selfheal only.
So imagine that I want to get good runearm dps and high Evocation dc. That cost me 6 extra magical feats + Specialty feat and I still got no spellpower covered. Waisting 6 feats only for dc and metamagics just ruins any melee hybryd build. And that is a big problem.