Enchanting Gloves (taking care of the contact issues introduced in SG)
Man, do I ever hate the Air-Breathing Mermaid issue.
What's this? Someone needs to explain that one to me.
They did more or less confirm though that alchemy on arrows and bolts is 100% intended to work. That alone gives alchemy a lot more combat utility than it did before. Combat preparations aren't terribly powerful (they'll likely have less dice than a sorcerer would for the same spell) so combining them with bows and crossbows isn't so bad in my opinion.
I do agree with Hobbes that Recharge Potency is a waste. One thing I could see using it for wouldn't work either since it explicitly says preparations can only hold one spell.
Biofiber pockets for your teammates to hold contact preps in, then grabbing enchanting gloves and a quickdraw quiver to always pull out the right alchemically prepared shaft... That is pretty fuckin' rad. I'm making an alchemist with a F8 Alchemy Focus, gonna use Edge on putting Analyze Device on my crossbow every day before the run... Should give me enough time with it active once the lead starts flying.
Throwing knives with contact preps would also function now because of the enchanting gloves. Overall, fun times.
EDIT: If there was a clean way to use Quickening via Alchemy, and if Advanced Alchemy didn't require
Fixation (gag) then it'd be even closer to balanced in comparison to Spellcasting.