I've been sparring a bit with a set of people, and attempted to approach alchemist combat from several different directions.
Honestly, it feels like a big mess at current. Alchemists aren't very tanky, and have to stick around to get their attacks in and build up moment (as referenced by Dji earlier). The problem is very glaring when attempting to fight monks, runies and magi. A bit less when facing affliction classes.
At the moment:
Temper takes 4 seconds balance recovery
Wrack/Truewrack approximately 2-2.1
Educing: 4 seconds flat.
As the attacks need to be strung together, we can decide to afflict with one affliction every two seconds, or educe as well, and afflict every 4 seconds. Unsurprisingly, this won't really hinder anyone. Most classes that have such slow balances, generally have some kind of passive hindering to make up for it or armor. Alchemists appear to have neither.
With the current way it is, fluid balance can be easily be brought down by hindering the alchemist, running isn't necessary by default even. I think it would be interesting to see what happens, if the fluid increase from Temper was halved, and the recovery speed brought down to 2 seconds. Along with educing being reduced in recovery and damage.
When that happens, applying the other humours and inundating them for example for damage would lead to an actual spike. The alchemist could push a bit more in a fight, making them offensively at least somewhat competitive. It's not that big of a change overal, as the spike ends when the fluid runs low (about 3 inundations, after that it takes a while to build up again).