Funny anecdote;Now we're talking.
Personally, I think the feature that Aberrant Mind/Clockwork Soul has is perfect. You get new spells, and can replace those spells with certain schools of magic. Now THAT'S thematic.
Make Wild Soul Transformation and Conjuration for its replacements.
Make Draconic Evocation and Abjuration.
Make Shadow Necromancy and Illusion.
Make Storm Soul Evocation and Conjuration.
EASY.
That not being a variant feature for Sorcerers is just a real shame.
The first 5E (about a month after rules published) sorcerer our group played was a divine* sorcerer with heritage from Corelleon.
We glanced at the rules and said "one or two extra spells known per spell level, must be divine, lets see how that works."
Worked fine.
* I have mentioned this elsewhere, we call sorcerers "adepts". Sorcerers in my campaign since 1E have been fiendish conjurationist of dubious/evil nature. Yes, this causes headaches when new people join up.