Too true about the Cannaanite necromancers 
About the hyperboirean dudes, I thought you had to be gifted to use these, but I might be wrong. In fact I think I am
Still, with a single ability (and ceremony at 1, true) you can work perfectly OK. More powers just increase your abilities, but are not needed there for a complete use of the hyperborean mechanics. Also, take in mind that the 7 names of light is what it remains (what the ghosts know), but it is explitly said that there are hundreds of other abilities that used to exist. A god is a god after all 
Now, on the real subject, the mechie guys:
I just got hold of HOH:MC. I dived straight for the Verditii and their Automata and quality items.
I am utterly unimpressed. I was expecting much more than that. The Augustan brotherhood whipes the floor with the verditii for inspiration any day of the week. The reference in AM to the Automata powers is also highly disappointing, since the guidelines are sketchy at best. It is clear that Automata are not the most elaborate part of the veridtius chapter.
What I noticed both here and in the augustan brotherhood is that size adds to the might of the creature in both cases, so I calculated belcher's might wrongly, and the timing as well. Given the reduction, Belcher is created in a single year, not 2, and should have a might of 7 not 12.
Now, the augustan brotherhood is much better given their animo totals and approach. I will be digging there in the next weeks 
I have to say that your starting mechanician is Archimedes or Leonardo Da Vinci, not an average mechanician
Int 4 and inventive genius is not your everyday total. I always found that inventive genius and good teach should be Major since they are too easy to abuse, but hey. Igneus is a fairly accomplished mechanician by the time he constructs Belcher, and he does so having the lab total of 21 that you use for your starting character. And that includes a magic aura, something you passed over in your sample character
So yes, you can abuse the system if you want to but that breaks suspension of disbelief to me, so I prefer not to 
Other skills/powers that could apply:
- Alchemy
- Mechanica applies to normal devices, not Anima
- Have another ability that only applies to awakened mechanica. Call it The Spark, Animae or stuff that does things. Whatever
Take in minf that I would say that Mechanicians are mostly teachers, not lab-obsessed crazed lunatics like most PCs. They also have to pay for their mantenance, and their trade is EXPENSIVE. So, their time is likely to be devoted to the classics, AL and philosophiae much more than in Mechanica of Heron. They are also likely to invest some time in Magic Lore and Enriching items. And their philosophiae and Artes Liberales is likely to find them wanting to develop some periapts.
So with:
- mechanica (normal items)
- philosophiae (reagents)
- artes liberales (divinatory stuff)
- magic lore (enrichment)
[i]- Alchemy (optional, but fairly standard given the sundered eagle Crete entry; that is a mechanician at work to me
)
- Animae (optional)[/i]
- Teaching
It is quite a spread of abilities already, and a very expensive one, so that will require some funding (probably the patron flaw). I would say they can devote 2 seasons maximum per year to their trade. They are not removed from society after all.
Cheers,
Xavi