I would say you can apply contact poison, but not injury poison, as the hit with the bomb doesn't in and of itself hurt anything until it detonates. The bomb explosion does fire damage, and it's hard to put injury poison on fire. Of course, you can make the bomb poisonous with various alchemist discoveries (e.g. poison bomb). You can require the bomb to hit the target's normal AC and not just their touch AC to deliver the poison.
Even though they're called "bombs," the basic alchemist bomb works a lot more like alchemist's fire, it is a quick combination of reagents in a vial that makes a quick poof of fire and becomes inert in a round if you don't use it. However, it would seem logical that you could put the poison on the outside of the vial before beginning the bomb-activation process, so that doesn't seem like an impediment. As you mod bombs with discoveries, they can look more like traditional fragmentation grenades (scrap bombs) to super weird stuff (frost bomb, dispel bomb...).
There are no rules for nonmagically identifying a poison.
In general, the rules for poison in 3.x systems aren't very well fleshed out. There is very little information on creating and balancing new poisons, or how purchasing the (presumably illegal) poison ingredients might work, or (as you note), identifying them nonmagically.
There is one RAW way of identifying poisons that I can find: the spell detect poison. With this spell, you can make a DC 20 Wisdom or Craft(alchemy) check to identify what specific poison you're looking at.
However, it makes sense that an alchemist skilled in the creation of poisons shoudl be able to identify them nonmagically. The houserule that I use is to have poisons work like potions in this way:
Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + the spell level of the potion (although this DC might be higher for rare or unusual potions).
For the spell level of the poison, I use the Fort save DC (which is also the Craft DC), minus 10, divided by 2. This gives a number something like a reasonable spell level for this purpose. For example, Burnt Othur Fumes would have a DC of 19.
Best Answer
Bombs can be Poisoned
The rules for Injury poisons under Method of Exposure of alchemical poisons covers this:
Alchemical bombs are weapons so they can be poisoned just fine, and if the Strike is a success and deals slashing or piercing damage then the target would be affected by the poison.
Creatures other than the target would not be affected by the poison according to the above, nor would the target be affected if the Strike was a failure (even if they still took slashing or piercing damage due to the splash).