There are quite a few things off here.
do you like it i built it myself (use craft for self made weapons)
Craftsmanship is used to create things anyway. I don't think a stunt is necessary for that.
-3 Artificer custom skill shuffle (allows use of craft instead of conviction lore discipline)(like a power but still a mortal stunt just three rolled into one)(i think we got rid of this in favor of the refinement)
Technically this is ok, but pushing everything into one skill is something I am generally very weary about. What's more, you have lore and craftsmanship at the same level, so that is basically 1 point of refresh going to waste. Conviction is not really needed for crafting as well, so that's another point of refresh you could safe. The last one to replace discipline with craftsmanship is the only one that might make sense, but only if you need to create an item in a hurry.
scrapheap challenge (crafting two time shifts faster)
Nothing wrong with that.
19th century tech 20th century solutions (+4 hexing scale on anything i craft)
Don't really understand what this is supposed to do. Make your constructs more resilient against hexing? They are magical constructs anyway, so hexing wouldn't be an issue.
-1 ritual(artifice)
Ritual is always [-2], regardless of what kind of ritual you take.
+2 disability severe agoraphobia (takes mental stress when in large open spaces with a weapon 5)
That's kind of weird. Things like that are usually handled by compels on a character aspect. Is that a house rule?
-1 its alive (allows for an exchange in crafting of stress for more life like constructs)
The rules allow you to spend stress and even consequences anyway, when you are casting or creating an item. There's no need for a stunt.
-2 refinement (4 focus items slots) specializations for better crafting the specific element spirit
Sounds good.
If you want to have a big, powerful golem ready at your service, the easiest way to go would be to make it a second character and not worry about how to summon or build it. You could create him at the same level as your character, or a bit below, depending on what you can agree on with your GM. If he is concerned about it being too powerful, he can always increase the opposition as if the golem was an additional PC on the table. You can even have the GM control the golem and your character can only control him indirectly by giving him orders.
The golem should probably have the "walking dead" power. If the golem takes stress or consequences, they don't go away automatically, you use your craftsmanship to repair it. The time needed is the same as for any other consequences.
Anything else you want to do, you can store in enchanted items and potions. If you keep a few free potion slots, you can do a lore declaration at any given time to say that you have a magical device for just such an occasion. The difficulty will be set by the GM. This will cost you one potion slot at that moment, of course, but it's worth it.