I'm more curious how current people who produce potions actually use them.
I'm a TERRIBLE example, but other than two or three potions I keep in my pocket, my other potions are given/sold/used by other people. I can count on one hand the number of potions Quen has ever used on himself, or personally administered.
Quen is also about 50/50 Alchemy/Spells in his Wizard Path, yet I create a surplus of potions that may likely never get used as it is (for one reason, or another) and that's without even being a full-blown Alchemist (though I do use Alchemy labs too to produce more.)
So, personally, I don't see quantity as being an issue (though I can afford the labs I want), but what I would like is more diversity. With Alchemy labs allowing me to produce any potion within that Basic/Advanced/Master category, but in a limited quantity, it allows me to diversify a bit, while still keeping me "stuck" with the ones I took with my Path--which is still something I wish I could "unlearn" and "learn new" an event later, but with the Alchemy Labs allowing that ability to brew something mid-game that is needed at the event, I'm far less concerned than I was before.
So, to put it another way, I'm still producing more than folks are using even though I'm not a full-blown Alchemist, but I utilize (for a cost) Alchemy labs. I'd love to see more potion options to choose from, that I can use my Alchemy Lab to produce if need-be, of course, but being that Labs allow me to make potions outside of my Path potions, I'm content at the moment. But, then again, I'm not using my own potions either.
--------------------------Just an idea----------------------------
NOW, a silly suggestion, and I'm not sure how it would logistically work, but here's a concept I was toying with a while back for Crafting, but it could go along with Alchemy too, in some way...
What about "Omni-Potions" of some sort? Basically you acquire/brew different potions together so that each potion can be tailored?
Ingredient + Production Time + Item + Time to activate + Effect + Duration = Item
Ingredients could have various costs needed to acquire/produce (heck, maybe much like requiring the Dwarven metals, you need to spend time producing the materials that go into the materials, thus increasing the time for really powerful things. Or you have to quest for the items.
Production Time could vary based on any number of things, including a base cost, the number of ingredients/components necessary
Item: based on whether it's a potion, or another item--maybe it's easier to make something into something you drink, rather than forging it into an amulet.
Time to Activate: Drink a potion and wait... 3 minutes? 1 minute? 30 seconds? 10 seconds? Instant? The faster it works, the more time it would take to make, or an ingredient that "hastens" the activation?
Effect: Obviously the most important part of the item, but maybe have a list of things/powers/abilities that it does. Heal 1, +1 to damage, +1 to soak, Resist Magic, etc. You can multiply these so that (unless you put a cap onto the number of effects an item/potion has) you could create a truly monstrous potion/item... that took 5 games to produce, or just a quick "Cure 1" potion.
Duration: For effects that required durrations (like +1 armor, resistance to Magic), it could be 30 seconds, 5 minutes, scene, day, event, etc. Again, duration would require significant multipliers in time and such.
Anyways, this is just a thought. Yes, it has the potential of being "abused", and "unbalancing" if there are not caps put onto it, but it could also allow for a craftsman, or Wizard to produce those legendary items in-game. Maybe how much you can add on is based on Basic/Advanced/Master paths AND Level (for every 20 levels, you can add an additional tier of stuff?)
Again, lots of flaws here, a lot of potential for massive over-powering, but if it was balanced out well, it would not only give players the ability to customize things and tailor them to specific need (A sword that poisons, A Heal 30, a Super Cleansing potion, A medallion that allows for Immunity to Magic for an hour, etc.), but also would require players to read the potions they have to know what they do.