MostlyHarmless42
Adventurer
In a way, almost any type of DM can ruin any build for a character even if they follow the RAW and a module. I'm not sure that's exactly the qualitative reasoning.
In a vacuum I agree with you. Most DM's are reasonable. But some are oddly pendantic on rules and while it's all well and good to suggest not playing with them, in practice navigating the minefields of friendships and finding reliable gaming groups can be...difficult.
I get that chromatic orb isn't the best spell in the world, but it allows all sorcerers to do their additional damage until they have access to another higher-level spell. It also bypasses magic resistance and you can still use it if a creature resists your main damage spells. And now that I peeked at Xanathar's there's really an elemental option for every element of almost every level.
Chromatic orb also costs 50g to cast (albeit a one time cost), meaning that any sorcerer that isn't fire or lightning is effectively paywalled to get a decent 1st level spell of their element to use. Minor gripe that many DMs might overlook? Yes. But again another instance of sticking to RAW pushing certain builds over others. And in Adventurer's league this matters.
Well, I bring these things up because I want to imagine what would happen if you brought these fixes to an AL RAW-type game. In that I mean, If I'm a very rude player that wants to hog all given aspects of a game and be the "winner", how would I go about it currently? Sorcery points on a short rest is essentially "I can cast a truckload of multiple spells in any given downtime opportunity by constantly short resting throughout the day."
Forgive me for not being intimately familiar with the rules of DM'ing adventurer's league, but I was under the impression that DMs were heavily discouraged from implementing a lot of houserules in an attempt to make AL games as universally accessible as possible. Also, if we are being honest, if official league play has taught us anything from numbers of various different types of games and editions over the years, random pickup play games tend to have a reputation for players that show up with a competitive "I only care for myself and making the most powerful character possible!" I'm not going to go so far as to say that every player who plays in official league play is this way, or that they are even the minority, but I've certainly heard more than a few horror stories of exactly this and stricter adhereance to the rules being less than ideal at discouraging this mindset. I'll concede that is all anecdotal though, so I cannot hold it against AL.
What I can say though is that I was under the impression that most homebrew/house rule discussions had an inherant assumption that they were NOT discussing Adventurer's league or official play by default, though perhaps that assumption was not as universal as I thought. To clarify for the sake of my suggestions, I care not one whit about AL balance concerns and I would never advise anyone to attempt to use them in AL.
I hold that constitution saves are better than wisdom saves because not a lot of enemies can break concentration with their wis saves but any damage can break concentration.
True, and perhaps it might be more common. But I'd not underestimate the number of effects (not just spells, but monster abilities) that can break concentration. Any effect that incapacitates, stuns, or forces the caster to act against their will might break concentration. And a surprising number of them are either Wisdom or Intelligence saves (wizard's other save proficiency). Granted the ocassional charisma saving throw gains a point in the sorcerer column, and I do not belittle the large about of advantage having a high charisma has in ability checks out of combat. Fortunately for both classes there are feats that allow either the option to shore up these weaknesses, and admittedly a sorcerer with a decent con and warcaster is a hell of a fun "I never want to lose my spells...ever" build.
Okay, I'll say that wizards with spellslots or resources at the end of the day is horrible. Because those spell slots disappear without a chance to be used. I don't think they should lose all their spellslots as quickly as possible, but a spell that could've been cast to do more damage but didn't might have costed the others damage from the enemy living too long or could've been used to cast charm person on that abrasive guard.
Spellcasters should thrive to effectively use all their resources before a long rest by pacing themselves. Like a marathon, you don't want to be slow but you don't want to get exhausted.
On this we agree. Sorcerers do have greater freedom in losing out on wasted resources. I'm just still not convinced that amount of sorcery points given are sufficient, or that giving sorcerers ritual casting is going to make them overpowered. It's a quality of life feature that every caster should receive that is damned hard to quantify the quality of because casting detect magic or identify without using a spell slot isn't going to crash anyone's campaign, but sure makes out caster characters out of combat feel like they are fulfilling their party role.