This one is tricky, because Alchemists has been a forgotten class for many years, so the majority of their skills are completely outdated and useless for battle. Their main role is being a shop class, which doesn’t have to be this way. I think being a shop / summon hybrid class would be an interesting concept.
Here are my 3 easy ways to fix Alchemist and make it more versatile:
1. Rework the Elixir ARTS completely
2. Remove Combustion, Alchemistic Missile and Magnum Opus and replace them with Summon / Assister / Pet related skills
3. Turn Dig into a passive attribute
The requirement of a Blessed Shard for an item that other players can get for free from the Popo Shop and events is complete insanity. Therefore, 10 x Nucle Powder & 1 x Sierra Powder should be used instead to craft 7 x Small Elixir of HP / SP Recovery that recover 25% of Max HP instantly and 25% of Max HP every 2 seconds over 11 seconds with a 15 second cooldown.
Skill 1 should be a 30 minute buff that allows Alchemists and their party members to use Assisters in every type of content. This would make them desirable for party play.
Skill 2 should be a general buff skill for summons from Necro, Bokor, Sorcerer, etc., assisters and pets that increases all their stats for a certain amount of time.
Skill 3 should be Homonculus related. Hundreds of Assisters got added to the game, so adding a few Homonculus with different skills and attributes, that also benefit other classes in the Wizard tree, shouldn’t be an issue, since the base mechanics for Homonculus are already in the game with Assisters.
Every time a monster is killed by an Alchemist there should be a chance to obtain consumables for Alchemy. Dig is not good enough to warrant it being an actual skill, especially not one with 15 skills levels!