Based on personal observations from playing one, I'd submit the following as advice.
Under the heading "Class Abilities":
-Skill Mastery-
At level 13, you are now allowed to Take 10 on Use Magic Device and Spellcraft checks, regardless of circumstances.
Say that with me again, "Use Magic Device AND Spellcraft Checks."
In short this means that if you have been keeping up UMD, and you still have to do any of that bothersome rolling of dice while you craft, you now should no longer have to.
In addition, as Intelligence is your primary stat, you can make good Spellcraft rolls as well. The two most important Spellcraft DC's in the PHB are as follows a)Identifying an ongoing spell by witnessing it's effects (DC 20 + spell level), and b)Identifying a spell without seeing anything except the saving throw you just had to roll (DC 25 + spell level). Note that creative DM's like to home-brew magical effects, which the guide recommends having DC's of 30 or higher.
Like most other artificer aspects, your mileage will vary depending on the other members of your party, but if you are the groups primary arcanist (I.E.: the only one that has Spellcraft as a class skill), then understanding what the f**k is going on around you when spells start flying is important! Especially considering that magic wins D&D and you could be the guy that has do deal with the Fighter getting possessed by a Magic Jar.
If your DM doesn't like home-brewing things, the highest Spellcraft check you'll ever have to make is a 25 + 9th level spells or 34.
With a total bonus of 24 in Spellcraft, you'll never have to roll Spellcraft again past level 13.