I would be more in favor of a lvl8 perk that is a boosted version of Engineer. + to Craft Trap, Disable Trap, Open Lock and Set Trap. Perhaps Lore as it also pertains to Tinkering. Along with a =>+10 bonus to Tinkering.
That being said, I wouldn't be against expanding and changing the "Apothecary" perk to include Tinkering, though that may make it the go-to for all herbalist, alchemist, AND tinkering rogues (maybe a lower Tinkering bonus, though). Perhaps it would be better to make a lvl8 perk for each crafting skill?
Apothecary: +15 Herbalism; +5 Heal; Creates a set of dissipating potions each reset (divine potions only).
Alchemist: +15 Alchemy; +5 Spellcraft; Creates a set of dissipating potions each reset (arcane potions only).
Clockmaker: "A master of precision devices, you can build a clock, a deadly trap, or artillery from household trinkets and scrap." +10 Tinkering; +2Craft Trap; +2 Disable Trap; +2 Open Lock; +2 Set Trap; Random throwable each reset.
Or a new one to encompass all:
The DaVinci: +10 Herbalism; +10 Alchemy; +10 Tinkering; +5 Lore; +2 Craft Trap; +2 Heal; +2 Spellcraft.
That being said, I wouldn't be against expanding and changing the "Apothecary" perk to include Tinkering, though that may make it the go-to for all herbalist, alchemist, AND tinkering rogues (maybe a lower Tinkering bonus, though). Perhaps it would be better to make a lvl8 perk for each crafting skill?
Apothecary: +15 Herbalism; +5 Heal; Creates a set of dissipating potions each reset (divine potions only).
Alchemist: +15 Alchemy; +5 Spellcraft; Creates a set of dissipating potions each reset (arcane potions only).
Clockmaker: "A master of precision devices, you can build a clock, a deadly trap, or artillery from household trinkets and scrap." +10 Tinkering; +2Craft Trap; +2 Disable Trap; +2 Open Lock; +2 Set Trap; Random throwable each reset.
Or a new one to encompass all:
The DaVinci: +10 Herbalism; +10 Alchemy; +10 Tinkering; +5 Lore; +2 Craft Trap; +2 Heal; +2 Spellcraft.