Cantrips: Firebolt, Mage Hand, Sword Burst, Minor Illusion, Infestation
1st level: Shield, Sleep
2nd level: Alter Self, Suggestion
3rd level: Fireball, Haste
Meta-magic: twinned spell, quickened spell
Sorc points: 6
BTW, you are level 5 and so you only have 5 Sorc Points.
Cantrips: Firebolt, Mage Hand, Minor Illusion, Light
1st level: Shield, Sleep, Magic Missile
2nd level: Alter Self, Suggestion, Levitate, Misty Step
3rd level: Hypnotic Pattern, Haste
Arcane Recovery: Up to 3 levels worth of spells
Some reasoning behind the choices:
1. The spells that I left the same as your sorcerer choices I couldn't find a good justification for changing. There just wasn't another spell that could produce similar results in many situations.
2. I think hypnotic pattern is better than fireball in most aoe situations, especially on a wizard. On a sorcerer fireball is a little more general purpose and so makes sense IMO. So I'm not faulting your choice, I'm just pointing out the added spells allowed me to configure them such that I still had decent direct damage when needed and also a slightly better aoe spell IMO.
(The new additions)
3. Magic Missile. This is the only additional pure combat spell out of the bunch. I literally took it so that I wouldn't be so far behind in damage when you twinned haste. I can use magic missiles to make up some of the difference. I still don't reach the same single target damage potential, but I get much closer with this.
4. Levitate. Good control spell for single target enemies without ranged attacks, single save. Also helps in exploration phase as it allows party to easily bypass some obstacles. For example, it can allow a rogue to get over the castles wall to do a scouting mission.
5. Misty Step. Teleportation is always nice in exploration phases. The ability to teleport in combat as a bonus action is great too. You can put some serious distance between yourself and the enemy with this spell and a dash action when needed.
My conclusion: Your sorcerer is good. He reigns supreme when it comes to single target damage for a caster. However, he lacks defensive abilities to get away from enemies when needed. He lacks the extra control of levitate. The out of combat utility of levitate and misty step. It's hard for him to justify taking one of the best control spells in the game, hypnotic pattern as the choice would leave him with no direct damage spells.
In summary it comes down to what you value more. More utility or more damage.
Not included in the above analysis: The wizard also has 2 additional things going for him that the sorcerer doesn't
1. The wizard knows a total of 14 spells. I've only chosen 9. The rest can easily be rituals. Rituals also add a lot of utility, which is why you've suggested the sorcerer take ritual caster. The downside to ritual caster is that it means you only have 2 rituals known vs the wizards 5. That's a lot more rituals. That's a lot more utility. IMO
2. The good wizard subclasses are generally better than the good sorcerer subclasses, at least through most of the game. IMO