Class Featuress and Ability Scores.
Class features
Let's take a look at the sorcerer chassis
Hit Points. You're squishy. No way around that.
Armor Really, stay the hell out of melee and constantly seek cover.
Weapons Toy weapons
Tools None
Saving Throws One of the few good points of the class. While charisma saves don't come around often, being proficient in constitution is something other casters have to spend a feat on.
Skills It is a mixed bag, you only get two skills out of a short list. While it has a couple of int skills that do nothing for you, the rest of it is quite good.
Equipment. Ok, it isn't normal to list Equipment into guides, but I just wanted to point out that sorcerer is about the only class that receives a weapon that you aren't proficient with.
Spell list. Nothing to write home about, the spell list has some quite good spells, but it has a lot of glaring omissions that prevent it from being actually good.
Cantrips. One of the highlights, one to two extra cantrips is good and can get extremely good on certain builds. However, cantrips basically grow on trees, and aren't really hard to get.
Spells Known. On the other hand, 15 spells total is a huge constraint and a big weakness.
Spellcasting Focus. Standard component bags, wands and stuff. On any other caster it wouldn't be bad, but not needing a spellcasting focus would have made wonders for the class.
Sorcerous Origin.Lack of choice so far has been a salient point in the class. In core alone, you have next to no options. But hopefully Xanthar's Guide to everything will change things.
Font of Magic. The meat of the class, this is what you are here for. Having the ability to create more spell slots is nice, but in practice you'll spend more slots into points in order to power up...
Metamagic. The one class ability to rule them all, and the reason to play a sorcerer, however as pointed out before, the Loremaster really overshadows this feature, and there is a lot of pressure on your picks, as you only get two for half your career and you cannot retrain your metamagics.
Ability Score Improvement.- Standard ASIs for a class.
Sorcerous Restoration.- It'd be very good, if you got it earlier in your career. It is not worth it to wait 20 levels for this. By the point you reach 20th, the wizard has been casting at-will magic for a few levels.
Ability Scores
Strength.- Not your priority, and you aren't really prepared to make full use of it. However it cannot hurt to put a moderate score in this, as carrying capacity is important and you might want to qualify for paladin.
Dexterity.- You are squishy, you don't have access to armor, dexterity saves are important, and you want to go first. You better get at least a 14 here.
Constitution.- Your hit dice is small, you need the standing power. However I personally don't pump all points in here, as not being hit in the first place is way better than having more hit points. But if you want to get in melee, it can't hurt.
Intelligence.- It is better to tank it and tank it hard. Characters rarely die from not making an arcana check, lore is just not your job. Int 8 or 9 isn't socially crippling so there is no point, let other party members to be the brains. If you want to be smart, play a Loremaster instead.
Wisdom.- You know what is actually your job? not being surprised. Perception is important, and cleric and druid make for nice multiclass options.
Charisma.- Your main score, your highest roll goes here. Unless you plan to go for full utility while fighting with weapons, in which case you can safely dump it. However social skills are nice so make yourself a favor and don't.