It's hard to tell how to split the artificer and wizard levels without knowing what you're trying to accomplish with the split. I like to stay pure as casters. However, some go for an inquisitor build getting some wizard levels for buffs. Resetting action points is pretty easy.
Those who make the wizard inquisitor with arti levels go up the Inquisitor and Eldritch Knight trees. You can invest 6-8 points in Harper to get intelligence to damage.
Check this tree for details:
https://www.ddo.com/forums/showthread.php/507134-Theory-Crafters-Pure-Wizard-Inquisitive
You have 3 levels of artificer already so going 17 wizard and 3 artificer could be an option. Your power will come from the inquisitor tree. Get a light or heavy crossbow.
Your feats should be used for ranged power instead of spell enhancing with some exceptions. Extend and quicken are good to get if you're going to be a buffer.
Here is an allround build with ranger, wizard and artificer:
https://www.reddit.com/r/ddo/comments/drtkbj/allrounder_inquisitor/
You spent 3 artificer levels already so that means you have to make 9 ranger, 8 wizard and 3 artificer if following that build. You really want 9 levels of ranger for improved evasion. However it shows which feats to take and which abilities to take in inquisitor.
Nice wizard buff and support spells:
I kept most of the spells with saves out because you might not land many of those on a first lifer. With 17 wizard levels you get access to level 9 spells. With just 8 wizard levels you get access to level 4 spells (dimension door and stoneskin for example)
Level 1: Nightshield, Feather fall, jump, mage armor (for low level), repair light damage, summon monster I
Level 2: Resist energy, glitterdust, web, gust of wind, blur, invisibility, repair moderate damage, summon monster II
Level 3: Magic circle against evil, protection from energy, heroism, displacement, haste, repair serious damage, slow, water breathing, summon monster III
Level 4: Lesser globe of invulnerability, stoneskin, dimension door, summon monster IV, fire shield, repair critical damage
Level 5: Protection from elements, summon monster V, teleport (if you don't have the scrolls), waves of fatigue
Level 6: Globe of invulnerability, greater dispel magic, summon monster VI, true seeing, greater heroism, shadow walk, create undead, stone to flesh, flesh to stone, reconstruct
Level 7: M
Nice wizard buff / support spells:ass protection from elements, greater teleport, summon monster VII, mass hold person (some might not save), mass invisibility, waves of exhaustion
Level 8: summon monster VIII, mass charm monster (some might not save), otto's irresistible dance, sunburst (for blinding certain monsters)
Level 9: summon monster IX, mass hold monster (some might not save)
Some lower level spells get swapped out when their more powerful versions come out