Some more detail on where/how I am getting hung up:
Should we be studious, prayerful, or inherited? Original list had access to all the spells on the list, but definitely wasn't prayerful. Inherited might actually work for my game (Taaranoth's epic spell broke artifice generally, but Father was able to infuse some of his children with his knowledge). For that matter, prayerful even works for my game (my earlier thought was that the reforged worshipped Father and gained spellcasting that way).
The custom magic type rules allow me to sacrifice some magic categories in order to be awesome at others. This is good, because artificers really shouldn't be casting death or healing spells anyway. So let's go down the list and figure out what we should be good at!
Blast: Original infusion list has maybe 1 or 2 total blast spells on it, BUT "blastificer" was totally a thing (infusing a wand of Orb of Force with the Maximize Spell feat for example). Should we axe blast entirely, be bad at it, or even try to justify being good at it?
Death: We can give this one up with no problems.
Detection: Originally I thought that things like detect magic were on the artificer list, but they aren't. Identify was the only divination on the 3.5 list. (But I kind of like having a reforged artificer cast "detect danger" and get a terminator-style readout on the inside of its retina).
Enchantments: Artificer shouldn't get this at all. The custom magic type rules say that you need to have this in order to make permanent items though. I think we can work out a swap.
Healing: No need. We can make the "repair X damage" type spells transmogrifications.
Illusions: Technically not needed, but I sort of like the idea of an artificer making a "holodeck" through the use of hallucinatory terrain, and a few other things. Also, if we kill off too many types it just becomes difficult to fill out a spell list.
Movement: Totally fine - making temporary boots of water-walking, belts of flying, etc. are in-theme.
Protection: Excellent - we just do this by targeting gear instead of people.
Summoning: Not something artificers typically do. Perhaps we can allow it, but only for constructs and maybe elementals.
Transmogrifications: We should be good at the "current form gains" (except we change it to "current user gains") and fine at object-to-object transmutations. Terrible at actual polymorph effects. (Here's where the swap comes in: transmogrification enables crossbreeding, which artificers don't need. Swap it for permanent magic items).
Wall: We can be good at this, as long as we don't typically do funky "wall of corpses" type stuff.
Additionally, there are some spells that don't really fall into these categories neatly. Some of them are definite fits for Artifice, others less so:
Light, continual light, move earth, spell storing, adaptation, and enchanted container are pretty much locked in.
Knock and hold portal are maybes.
Then there's the matter of recreating a bunch of spells as touch-range, object transferrable spells. And creating new spells to fill in the gaps.