This may have something to do with Monte publishing Sorcerer and Bard variants in the Book of Eldritch Might II. For what it's worth, I would allow those in any 3 or 3.5 game I run.With some work and serious re-balancing, plus maybe acknowledging the Sorcerer and Bard classes' existence, it could be alright.
Granted, the CBoEM Bard is quite different. And not too shoddy, either.This may have something to do with Monte publishing Sorcerer and Bard variants in the Book of Eldritch Might II. For what it's worth, I would allow those in any 3 or 3.5 game I run.
I haven't read the BoXM, so I'll take your word for it, though it doesn't surprise me. 3.x sorcerer's seem to often become redundant with any major changes to the wizard class. I think this is partly because the sorcerer was designed to be a more newbee friendly version of the wizard.Granted, the CBoEM Bard is quite different. And not too shoddy, either.
But the Sorcerer is barely different from the 3e default. I don't really see that meshing too well with the revamped BoXM Wizard, Cleric, Druid. . .
Besides, I seem to remember hearing or reading something to the effect that the best thing to do is simply discard the Sorcerer class altogether, as the new improved Wizard makes it redundant anyway. Not sure if that was in the actual PDF, or um, somewhere else.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.