It's nice to have some more meat on the alchemy - I could [definitely] be wrong, but I don't think this skill was ever really developed other than "half cost + time + DN for target item," with a few specific ingredients for certain things.
One fundamental issue that irks me with a lot of crafting in Earthdawn is the unit time: use of Skill A requires X time. Trivially easy things? X. Insanely complex things? X. For Alchemy, it takes 1 day to make a Booster Potion, and it takes 1 day to make a Last Chance Salve. Of all the crafting skills, Alchemy seems like the best example of something where Easy Thing should not take as much active attention as Hard Thing - at least in my vision, most of the time for brewing a Booster Potion is just letting things simmer, whereas a Last Chance Salve likely requires slow incorporation and the like.
Why does this matter (a.k.a., are you making a point or just being a burr in the developer's side)? To me, mechanical elements exist because there's the expectation that players will use it. Otherwise, it's needlessly mechanical because the GM can just hand wave it as it occurs behind the curtain. For the players to use it, it needs to be sufficiently accessible. Time is a resource, one that is more precious to some tables (always rushing from one emergency to the next) versus others (who regularly have months of downtime between adventures). When time is a scarce resource, things that require dedicated time gets farmed out to NPCs whenever possible - because there just isn't time. Even if a player is interested in doing Skill A, they'll just never have a chance.
I guess maybe what I'm saying is that some published rules for stacking dedicated time would be nice. Think of a wizened old Wizard sitting around in his/her keep. To me, unless that Wizard is doing SERIOUS SCIENCE level Alchemy, I see him/her going through the motions for basic needed stuff, either reading (Researching) around the active Alchemy steps or barely paying attention to the Alchemy steps while reading (because the motions are so rote). Maybe something as simple as cumulative -2 for each stacked dedicated time task. Wanna Research and Alchemy? -2 to both tests. Wanna Research AND Alchemize AND work on your Sword? -4 to all test. Maybe there's a limit to stack (2 seems realistic, 3 doesn't for some reason, and more than 3 seems right-out bizarre). Maybe there are some things that are stackable where others aren't (probably not worth annotating individual Talents/Skills, just a big "Stacking an individual skill or group of skills is subject to GM discretion").
Alternatively, breaking the units for dedicated time makes sense. However, I'd rather keep the simplicity of unit time while allowing stacking. It just feels like SOME change would be useful.
For me, this stems from the fact that I got Alchemy --DAY 1-- at character creation years and years ago. Did I ever make anything with it? Nope - losing a day to save 25 sp for a Booster Potion --AND-- risk failing is 100% unacceptable. Maybe it'd be useful if we were adventuring far from civilization and ran out of Booster Potions, but otherwise, it's just been a completely dead skill (into which I sank 3 points

