I always felt  the Sorcerer should be more like playing someone from the X-Men. A Mutant.
You are born with some powers you can't control and cause problems. You find your own Prof X or Magneto in monsters or elder sorcerers who teaches you how to use your power without killing yourself or others. Then you get.
- 1 generic sorcerer power that of a small list. This power can be boosted by pumping points or slots into it
- Beast Claws
 
- Elemental Control
 
- Energy Blast
 
- Regeneration
 
- Super Speed
 
- Super Strength
 
 
- 1 or 2 themed sorcerer power based off your origin. This power can be boosted by pumping points or slots into it
- Draconic:: Dragon Breath and Dragon Wings
 
- Wild: Wild Blast
 
- Divine: Divine Healing
 
- Shadow: Life Drain
 
- Storm: Thunderflight and Lightning Blast
 
 
- Access to the Weave and thus arcane spells. Every Sorcerer is Scarlet Witch by the nature of their mutation being magical
 
The beginning adventure I've always ran has a NPC noble family of shadow sorcerers, House Knoire. They are descended from a black dragon who absorbed too much necrotic energy in a fight. They grow wings on their 19th birthday and this is how they discover the bastards and abandoned children. Because every Knoire is a goth beauty and has secret kids.
The early quest is to find a missing girl and bring her back to Castle Knoire to be trained before she causes disaster. The party has to fight a horde of skeletons as the girl can't control her acid spells and necromancy. If they lollygag, a warlock manipulates her into going into the cave the party cleared of goblins and the have the fight acid-infused goblin zombies backed up with an evil fiendlock.