The first Detect Life preparation you have prepared has Potency 5 so it should keep its full Potency for 10 hours (Potency x 2 hours). You take 6 more hours to prepare the rest and yet at the end you have 10:07 before it lose Potency? Maybe I have missed something but that does not seems right
If I started making Preparatoins at 00:00 (Midnight, Military Time), and Finished making Potency 5 Preparation at 00:07, then it is Full Potency until 10:07. I wrote it that way to better keep track of Potency. Otherwise, if I just wrote down how long Preparation is full Potency till, there is no point of reference. Example: I spend 6 hours making 10, Potency 5, Preparations. If I just write down Full Potency, 10 Hours, for each Preparation, It would be very hard to to try to accurately keep track.
The big problem I see is that your alchemist main role is a fighter (with a couple of utility preparation) but as soon as you run out of preparation you are useless. 8 + 1d6 initiative and 3 AGI won't get you far. You probably need to pump a bit more of physical attributes if you hope to stay relevant. Exceptional Magic is probably a waste when you are only using your magic attribute for Preparations.
I should combine Alchemy with Drugs! Jazz would give him total Initiative 17 + 5D6 (using sample Alchemy Preparations). Psyche would help with Drain a little. (Might be worth it ,if it shaved off hour of total time to make preparations. He also is Invisible, and doesn't make a sound, nor does his shotgun, and he has very high Edge Attribute. Edge also will help when his super powers go away.
I thought Long and Hard about Attributes for this character. Exceptional Magic is almost a must have for Alchemist. It gives you ability to throw 2 more dice with your preparations and 2 more hours. (assuming you get enough net hits) 14 vs. 12. (Preparations roll Force + Potency) 14 dice vs 12 dice, might not seem like a lot, but I think it makes huge difference for Magic tests. A lot of tests are Opposed tests against two Attributes, like Logic + Willpower, or Intuition + Logic. Most NPC dice pools are going to be between 5 and 10, you want dice pool that is at least, on average, going to roll you 1+ net successes.. Yeah I could overcast or use Reagents, but with +2 to drain for Command Preparations, and not being able to heal physical drain damage, it would be suicidal.
Just for fun I tried rolling 12 and 14 dice, Against a 10 DP NPC. 12 dice won 50% of the time, tied 30% and lost 20%. 14 Dice won 80%, and lost 20%.1, 5, 3, 4, 4, 2, 2, 4, 3, 3, . 3, 2, 5, 4, 4, 2, 6, 4, 5, 7, 4, 3, 2, 6, 5, 5, 6, 5, 4, 7
Yeah sorry but I think you are fighting a lost cause, RAW alchemy sucks. Whatever you chose to do you will have someone who will do it 2 times as good and won't be limited by preparation time, potency and having to constantly spend nuyen. That's not to say it is impossible to play but that's like playing a blind street sam with no arm, you might be able to actually do something and have fun playing it but it will suck.
I know.. but I like a challenge.