Well young by their standards. Ratfolk are lucky if they live past 50. Silly people and their prejudices, Ratfolk are naturally suited to alchemy, it's in their fluff, +2 to Int, Use Magic Device, Perception and Craft: Alchemy.
Lots of good plot hooks all around then. I'll make sure to incorperate it into the backstory. I've about got it all set up in my head.
The math by the way: 7 ranks+ 3 class skill bonus + 8 Int bonus + 2 Racial bonus + 7 Class Competency Bonus + 3 Feat bonus (Skill Focus) = +30 skill modifier. Plus 2 for the circumstance bonus of an Alchemy Lab for the 32.
Most crafters can get around the "not having the spell" problem by increasing the crafting DC by 5 for each requirement they don't have,
per RAW. A specific example is sited as a 3rd level wizard being able to attempt to make a
pearl of power for a 3rd level spell with a +5 to the DC for lacking the "able to cast 3rd level spells" requirement. Most wondrous items tend to have a low CL and only 1 or 2 spells needed for it, so the highest DC I would expect for an item I would attempt to make would be around DC 23 (base 5 + CL7 + 10 for two missing requirements). So I'd just need a decent Spellcraft which isn't the most difficult thing to get set up for a mid level Int based character.
Solution by RAW.
Master Craftsman. If I drop Skill Focus: Craft (Alchemy) for it and slot it in at 5th level with Craft Wondrous at 7th, it'll let everything come together under RAW and RAI.
I just noticed your edit. I'm fine with going for the RAW solution I've found, though the choice is yours.
If you wish to change crafting up and have it so that spells listed in requirements are absolutely needed for crafting, that is entirely reasonable and I can work with that.