Sorcerers shouldn't be Cha, they should be Int. It's "street smarts" not "book smarts" but it's still smarts.
Depends on the concept of the Sorcerer, a Sorcerer that's doing exactly what wizards do, but by sheer talent rather than training, sure. One that's evoking effects something like other casters do, but because he's just brimming with magical power because his great-grandmother was a dragon or his dad was a demon, OTOH, maybe not so much. CHA makes some sense, though not as much as in some prior eds, in 5e, it includes things like 'confidence' and 'commanding personality.' CON, if one's power comes quite literally from your blood, as a quality of your physical being, could make sense (and isn't completely unprecedented, some 4e Warlocks keyed off CON).
OTOH, though it's never been so in D&D, a Sorcerer, by definition, deals with spirits for power (a lot more like a D&D warlock, really), and CHA is the deal-mak'n stat.
Then more DMs should implement the rule that you can key skills off of non-standard stats if you have a good reason for it.
Oh, absolutely, DMs should routinely call for checks in a stat+skill or skill+stat format. Roll CHA+History. Roll Intimidate + STR. Good variant, more DMs should use it.
Because Constitution is important to everyone, it's important to no one. It's the reverse dump stat for pretty much every character. You take your good, but not best, ability and put it in con. But it's also not good at anything, really. It's just kind of there ... like it has always been. It's both really important, and not particularly important.
Thing about CON is hps, it's reasonably to very important for saves, though there aren't multiple skills that use it, CON checks can certainly come up, but because of the way it adds to every HD you roll - and you gain 20 HD over 20 levels - it can account for like half your hps or more, quite easily.
Moving Warlock to Int makes a load of sense
Warlocks make a deal with the devil (well, an infernal, fey, or Lovecraftian power). CHA helps you make deals. (INT helps with the fine print, I guess.)
Paladin actually makes more sense as Charisma casters than Wisdom, because they don't know what they're talking about, just talking out their @$$.
Really, adventurers should have a WIS maximum - if your WIS is higher than X, you find something better to do with your life than go adventuring.
As for saves... I'd personally want a complete re-work of the saves for 5.5/6E. Rather than having good and bad saves, make all saves useful, preventing ANY ability from being a real dump-stat.
Nod. Proficiency should just add to saves. You're better or worse at a given save based on the stat. Some classes might have an added bonus to a save or two (or 6) or not.
I mean, in the classic game your saves got better with level, period, all of them. How bad they were to start and how fast they got better depended on your class, but they all got better.
I don't care at all if Charisma is balanced with other ability scores. The abilities are not balanced, nothing short of revising the entire system will change that...
While you're not wrong, if we accept that the stats aren't balanced with eachother, all three typical character-generation methods - 4d6-drop-lowest-and-arrange, standard array, and point buy - are inherently broken.
(Ironically, the least broken, fairest, alternative would be random-roll-in-order.)
I see them as Eldritch Blasters!
What's an 'Eldritch Blaster?' Well, a 'blaster' is a weapon from Star Wars, a prop made from a firearm, typically a early-mid 20th-century firearm, like a Sterling sub-machine gun or a Mauser 'broomhandle,' dressed up with a few wires and other bits.
So, clearly, an eldritch blaster would be bascially the same thing, but dressed up with runes, glyphs, maybe some new-agey crystals...
I can already hear the crying and gnashing of the grognards .... that someone would say that basing your saving throws on your level is anathema to D&D?
::gnash::gnash::