Hmm, the alchemist lacks sneak attack or similar to take advantage of the touches of thrown alchemicals, plus they can get pretty heavy.
However, since the mutagen stacks with enhancement bonuses, you can use it to mix it up a bit at earlier levels, using dex to make sure bombs hit while you have them to spare and switching to meleeing later.
Note one benefit of his extracts is that they can be prepared in very little time, so get to filling that recipe book and leaving most of your slots blank. The Infusion discovery is probably a must. handing them out to the party is so useful I've no idea why they didn't give it for free off the bat. The bombs should almost never be used 'straight', they can, however, carry nifty potent debuff or battlefield control effects with the right discoveries.
Concussion bombs are decent for slowing down enemy spellcasters.
Dispelling bombs are obvious, you have as many dispels as you have bombs to throw.
Explosive bombs , setting people on fire is just entertaining. but not that useful, especially when it doesn't stack with other bomb modifying discoveries.
Fast bombs are good for delivering the debuff bombs en masse, not for damage. If you have a few feats to ramp up the throw rate, this can be nice.
Inferno bombs, if not for the damned thing dealing fire damage(maybe you can make a case to the DM for mixing them with energy type bombs to change the damage type), this can be pretty handy but the area is on the small side
Madness bombs, too little impact, you'd need to use a LOT of bombs to get enough wis damage to drop someone
Poison bomb, gold, just gold. Especially if you have Fast Bombs.
Smoke bombs, see Inferno bombs.
Stink bomb, stinking cloud is a nasty debuff to have to face
So, with bombs, you have a few that needs a direct hit:
Concussion, Dispelling and Madness, as well as the energy modifiers. Other than Dispelling, no big loss here. You aren't using your bombs for damage
Fast Bomb, Smoke Bomb with Poison, Stink and Inferno treat the actual hit as a nice secondary benefit, the main benefit is that you can deliver a large number of 10ft radius debuffs/smoke clouds early in a fight
In conclusion, you want to have a melee focus, but spend some discoveries on Fast Bomb, Dispelling Bomb and Poison/Stink/Inferno, leaving enough starting Dex to buy Rapid Shot(which, you were going to have Dex 14 anyway). If you can get hold of a Flask Thrower(it's on the PFRD as sourcing from Gnomes of Golarion(don't have it myself)), maybe you can get Speed on it to launch 3-4 bombs at once at mid levels for battlefield control. You should have enough by then to open every fight with such a salvo, switching over to 2H melee or more infusion oriented actions(which you shouldn't need to if you had the Infusion discovery and the fighters use their first round to chug buffpotions).