I'm still not getting this entire thread - first, the title makes no sense, but whatever. We'll let that pass.
Now, to pick your new post apart and see if I can get where you're coming from.
The original intention was. The designers refused to do anything that would invalidate the PHB archetypes,
This is a good thing. Changing how classes work lead to the two biggest quagmires wotc has faced in their tenure with D&D - 3.5 and the 4e revised stuff. It is better to have a strong core for the class, and develop without changing the baseline.
No one wants to have a book come out in a few years - say, a PHB 2 - that makes the original classes completely different... or even slightly different. A few errata here and there are okay. A brand new rule that makes the sorcerer different than from the PHB? Not so much. Especially because most fans seem to think the sorcerer is okay - maybe not as exciting as the wizard, but okay none the less.
thus turning the chance of the storm sorcerer being a turning point for the class into yet another reason the class won't change.
Were they trying to create a turning point for the class? Or just create a new subclass? Because I never got a vibe they were trying to make a "turning point". Compare how the storm sorcerer is presented to the new ranger (which does seem to be a "turning point" option for a future release), and you'll see what I mean.
It's just "hey, sorcerers are neat! Here's a new option! This guy was, like, hit by lightning!"
Any further attempt to improve it will have to worry about invalidating three subclasses instead of just two.
Do new subclasses invalidate the others? How does that even work? I really don't get the logic here.
The sorcerer really has very little going for it at low levels,
No class has anything going for it at low levels. That's why they're the low levels.
a first level sorcerer -that isn't a favored soul- has nothing to show it isn't just a poor wizard.
Sure. And that's probably a thing. It's a hindrance that will last not much time at all. In my drop in games, characters stay at level one for one or two sessions - maybe four hours of play. So it's a gap that doesn't exist for very long, and the only time you'll see it is in the rare instance where there's both a wizard and a sorcerer in the same party... otherwise, you're competing against a hypothetical gap.
And at higher levels metamagic is too limited, just two options are too little.
I dunno. They seem pretty potent to me - and require the player to make a choice. I like it. Means two sorcerers will have different specialties and focuses from one another. Which seems to be what you're arguing for?
Spell selection is also a problem, it is too limited,
That's the whole point of the sorcerer! Has been since it first came out! You change that, and you're going to have a LOT of sorcerer fans throwing up their arms in rage. The limited spell selection (but the ability to cast more/stronger) is the sorcerer's whole "schtick".
Overall sorcerers make better multiclasses than single classers, and warlock/sorcerers are kind of infamous for being OP.
Well, that's the warlock's fault there. Also, multiclassing is kind of bad anyways in 5e. Whole other argument.
I don't like the class as it is, I don't doubt it has a lot of power as a blaster, the problem is I would prefer to not being forced to blast.
Then don't blast. I've seen non-blaster sorcerers work. In 3e, we had a wild mage sorcerer who was notorious for not being a blaster. He was pretty awesome with his utility spells. Lots of fun. And you can still do it in 5e.
Maybe it won't be uber powerful, but if you want to play the game at only the uber powerful level, and then complain when what you want to build within a class doesn't hit uber powerful levels, it's kind of skewed thinking. It'd be like me complaining that my eldritch knight, while a great fighter, just can't keep up with spellcasters.
It isn't a matter of just power, but just opting out of blasting doesn't let you do all of these wonderful things you could do with magic in previous editions (bye bye familiars,
Take a feat for it. Familiars got moved to the warlock because it felt more thematically appropriate. If you really want a familiar... ask the GM.
Was that ever a sorcerer staple? Never in any game *I* played in.
Okay, this one was definitely a sorcerer staple in games I played. But then, summons got nerfed big time in 5e in a sense. And it's fine that they got moved over to the wizard class, who has an entire subschool built around summoning.
That is the big gap in the sorcerer, but the designers are so invested on not invalidating the books that we will never see meaningful change.
First, it's not a big gap. It's a design choice. They WANT the class to be tight, focused, and probably violent. It works as is - maybe not the way you wish, but the class you seem to always be pining for is a wizard. Maybe you hate the term, but mechanically, that's what you're looking for. It does all the things you seem to want the sorcerer to do.
And this is frustrating because the sorcerer was completely left out of the open playtest, with no changes to help shape it like we helped with basically all other classes.
I know nothing about the open playtest (I didn't bother), so I'll take your word for it. And I'll agree, that would be frustrating. But what would you argue for? For it to be more like the wizard?
How do you design a sorcerer that is similar to earlier verisons while still letting it have its own place... without mirroring a class already in play? I think the sorcerer in 5e is thematic, mechanically interesting, and fairly powerful. Personally, I'd prefer the wizard, but that's just me... I have a few players that are chomping at the bit to play a wild mage.