Well, you don't need my acceptance. I just think for a charop guide this answer is... beside the issue?For this thesis question, I'll give you three answers, starting with the one I think you are least likely to accept.
1) Dungeons and Dragons is a role-playing game. Role-playing opportunities are mechanical benefits.
Sure wild surges have roleplaying potential, but isn't the purpose of charop guides to help players see past that, in order to see what mechanical advantages there is and what obstacles you need to be aware of...
Meaning your guide is a good read, but is it helpful? Gushing about various options is great when you're already made your choice and want someone to reaffirm how great that choice was, but it doesn't help you understand what, if any, minmaxing opportunities that are buried under all that wild and whacky magic...
What I would like to discuss, and have your guide discuss, is what image best characterizes the optimal Wild Mage.
I would argue the random fireworks generator isn't it. In fact, of all classes in the PHB, the Wild Mage is the subclass whose power potential is the hardest to see, in my opinion. Including the fact you have to expect and then dispel some fairly common DM notions ("allowing Wild Surges one time out of every three spells is generous, right?") even before you roll up your character.
Instead I believe the shooting scorching rays with always-on advantage is the true charop image to strive for. Which then leads to the important "sadly there aren't any level 3 or level 5 scorchers, still wanna play?"
I'd be happy to be proved wrong; at least it would mean my posts started a discussion.