No, I'm afraid it isn't a simple syntax issue, if I understand what you're trying to do. Excuse me if any of the following is too elementary for you. No slight or insult is intended.
We can't create our script objects out of thin air by just referring to the script, as you seem to be attempting. We can only create objects that have been pre-defined in the Object Window of the CK with a base form ID. When we instantiate one of these forms in the game world, say by dragging a basket from the Object Window to the Render Window, we create a copy that is an instance of one of the native script types, such as ObjectReference in the case of a basket.
If we wish to create an object that has extensions to its native type, we must add a base form ID of that type to the Object Window and then add our extension scripts as properties of that form. So, for example, we might whip up a model of a snark in a 3D modeling program, create a Static form that points to that model in the Object Window, and then add a script named Snark that extends ObjectReference in the data window for that form.
We can then create copies of our snark object in the game world either at design time (drag-and-drop in the CK) or at run time through another script, which seems to be your goal here. Run-time instantiation can be done in two ways. One uses the PlaceAtMe function, which creates one or more copies of a given form at a given location. The location may be the player or may be some other target, such as a marker or another object. The second method is to place copies directly into the inventory of a player or container using AddItem.
The second, instantiating script must also be attached to a base form. This form may be a trigger area or other activator placed at design time, so your object will appear when a character walks into a trap or pulls a lever. For example, see the Papyrus Basics tutorial here that adds gold to your inventory when a button is pressed. Or the form may be a Magic Effect that causes your object to be summoned. Or it might be something else, such as a quest stage.
If your second script also needs to communicate with your object script -- to check or set properties, call functions, or trigger methods in MyExtendedClass or its parent ObjectReference -- then you're getting into slightly deeper waters. If this is the case, I would modestly suggest checking out the tutorial on Simple Inter-script Communication. This tutorial covers the basics of getting a handle on an object so that you can work with its scripts.
Hope this helps.