I am aware of what cherry picking is and I didn't do that, as I covered in my last post. There is no other context in your post that applies to the value of using the Divine Soul as an example. Half of your post is talking about Con as a casting stat. It has no bearing on the Divine Soul, there is no context lost.
If you feel I ignored an important detail to the Divine Soul discussion in your post, point it out and I'll address it, but I don't understand why you are getting so upset that I only am dealing with one of your original three points.
Really? Not wanting to have two of the three casting stats confuses you about why he would have picked a class that utilizes the third casting stat?
Or are you confused why I brought him up as an example if he was making his build off of story considerations and not mechanical ones?
You said (to summarize quickly) "Well if he liked Cleric spells and didn't like the sorcerer mechanics, he should have played a cleric" in that context his desire for a specific story is a valid counter-point. He wanted a full caster as well, so Paladin was out. Sorcerer and Celestial warlock were his only two options that fit what he wanted, and he's played multiple warlocks in a row.
I think that demonstrates fairly well that you can't argue "He decided to play a sorcerer so he must like the sorcerer mechanics", that is false. He wanted the Sorcerer fluff more than he wanted the mechanics.
I am not dismissing it, it is a very powerful ability.
It is essentially their only powerful ability.
I've been in a lot of discussions about the sorcerer, and it always holds true that no one talks about builds using the subclass abilities (barring the Divine Soul as an exception). To my memory, there are only two things that get talked about as the viable strength of the sorcerer.
1) Twin spell buffs
2) Subtle spell to never be counterspelled (which is rare in my expeirence, I can probably count the number of times anyone has been counterspelled on one hand in our games)
I'm not saying this doesn't happen with other classes, but not nearly to the same extent. Generally people can take and combo four or five different things using different subclasses or class/race combos. Take the rogue, sure, everyone talks about sneak attack and how to optimize it, but you've also got the medic rogue by going theif and taking the Healer feat. Swashbuckler with the Magic Initiate for Booming Blade. Assassin with Alert to try and get those auto-crits. Half-Elf Inquisitive for support and skills (I believe it was the inquisitive, going off memory), the scout to get a ranger feel and be more slippery with ranged attacks.
Each viable builds with different roles and avenues, not even talking about the awesome power of Uncanny dodge to make off-tanks or Expertise and Reliable Talent to make skill monkeys.
To remind you of the comparison. Sorcerer: Twin spell 3rd level spells or higher. Subtle spell to avoid counterspell. Play a Divine Soul. That is a single build. That is a problem, there should not be a single build and that is it.
To the rest of that paragraph, sure, you can burn out and nova faster than the wizard. About once. The comparison is actually pretty stark. Going 6th level to make my math easier. Three rounds per combat, short rest after every two combats. Slots are 4/3/3.
Round 1: Sorcerer Twin's Polymorph (3 pts, 3rd level spell), Wizard uses Fireball
Round 2: Both caster's use Ice Knife (1st level spell)
Round 3: both casters use a cantrip
(Sorcerer 3pts, 3/3/2 Wizard 3/3/2)
Round 1: Sorcerer Twin's Polymorph (3pts, 3rd level spell), Wizard uses Haste
Round 2: Both Caster's use Ice Knife (1st level spell)
Round 3: both casters use a cantrip
Short rest, sorcerer gains nothing. Wizard gets back a 3rd level spell. Sorcerer converts a 2nd level spell and a 1st level spell into points
(Sorcerer 3pts, 1/2/1, Wizard 2/3/2)
Repeat second fight (saving space)
Sorcerer is down to only 2 second level spells. Wizard has a 1st, three second and a third left.
We are theoritically only half way through an adventuring day. And sure, the Sorcerer has done the equivalent of 6 third level polymorph spells, but the wizard is going to get four third level spells, and have a lot more left in the tank. Also, we didn't do any casting outside of combat, where the sorcerer would have had to spend spell slots and the wizard likely just used ritual casting and saved their slots. Additionally, the sorcerer has been using class abilities (metamagic) this entire time, but the wizard hasn't. They might still have portents or other subclass abilities to bring to bear on upcoming fights.
And finally, we can't judge this from just a simple resource tracking, but it is fair to ask if all those twin polymorphs were necessary. Did we twin at a time when using just a single spell would have been just as effective?
Again, twin spell is a great ability, but that and Quicken are about the only metamagics sorcerers take. Nothing else is as good, and even at their best, over the course of a full day of casting, the Wizard is likely to end with more to give, and the sorcerer is going to be running on fumes by the mid-way point.
Yes, exactly. By limiting sorcerer spells known so much and only having a few valid options for metamagic, all sorcerers end up playing very similarly. The "born with powers unique to my blood" class has more carbon copies than the "studied magic in school" class.
I still don't know what other features you see in the Divine Soul that are worth mentioning, I covered them all and actually, excepting the level 1 ability to expand their spells, they are very comparable to the dragon features. Both even get wings at level 14, so until you get to level 18, I'm curious what abilities you see that I'm not.
So why are you trying to say that there isn't a problem with sorcerers? According to your own points they have the worst subclass diversity, the worst build diversity, and the least amount of incentive to play them more than once.
If your entire argument is "but twin spell once you get 3rd level spells is strong" then, frankly, whoopie. Most casters are altering the field of battle when they get 3rd level spells, and they have other stuff to do besides. One trick does not a class make, they need more.
Side Tangent: I actually wrote a fix of the Banneret (Purple Dragon Knight) that I am kind of proud of. It is such a cool idea that was executed so poorly in the original book. Also the assassin isn't that bad. A lot of DM's homebrew the surprise rules, and it has a lot of social abilities as well that can be incredible in the right camapaign.