Tony Vargas
Legend
1e DMG, definitely no mana-system variants. Though, the way a few magic items worked - staff of the magi, rod of absorption, certain ioun stones - suggested an equivalency among spell-levels similar to what a lot of mana systems did.I'm not as familiar with the 1E and 2E DMGs, though, and they were full of surprises, so maybe there.

5e design is supposed to be concept-first, and the only hard proof you've done that is to give each class arbitrarily different underlying mechanics.I don't understand the focus on sorcerers needing to have vastly different underlying mechanics than a wizard. Why is this a good thing, why is it even necessary?
With the usual grandfathered-in exceptions for the Cleric, Druid, & Wizard, so long as they remain Class Tier 1, of course.
You left out at-will cantrips (including meaningful attack cantrips), no AoOs for casting, and the HD upgrade.Interesting. I thought that the munchkin's take on the wizard was the 5e wizard that was far less restricted by its spell preparation, can spontaneously cast prepared spells, gets ritual spells that frees up even more spell slots for casting, can get more spell slots back, and is no longer restricted in their spell selection by their tradition of choice.
The problem with mechanically-differentiating the 5e Sorcerer from the 5e wizard the way they did in 3e (by softening one traditional restriction on wizards' casting, in return for tightening another) was that there were no meaningful restrictions left.