Ruin Explorer
Legend
My personal experience is all campaigns have idiosyncratic elements that encourage ‘niche’ play.
I don't know about all, but many, perhaps even most, sure.
A particularly common example is the 5MWD vs. recommend 6-8 servings/day, too. If a campaign involves a lot of short adventuring days (as ones with tons of "overland" adventures as opposed to dungeons/quasi-dungeons tend), then any class which is powerful in a 5MWD situation becomes significantly stronger. Sorcerer is one of those. Any class which is steady, like a Fighter, or short-rest-dependent, like a Warlock, becomes less powerful. If you have 6-8 encounters/day (or more!) then 5MWD-type characters become less and less powerful the more encounters you have per day, where the other types gain in relative power.
And just a couple of clumsily-implemented or heavy-handed house rules can easily turn a niche thing into "wackily overpowered", or totally break a perfectly good class/subclass, for example.
A player that decides to Min/Max more unusual options then “EB Pew-Pewness”, has more to work with in the Sorcerer class. That is my opinion at least.
Sure. Warlocks are the class you pick if you want to kill the hell out of people with Eldritch Blast, essentially, min-max-wise.
But Wizards are the class you pick if you want to "min/max the more unusual options" in terms of Arcane spellcasting. Not Sorcerers. And that's the issue I'm attempting to highlight. There's not really anything Sorcerers are "best at" that isn't pretty obscure or reliant on the game being played in a broken way (and 5MWD is actually broken, not just "OP" or whatever).
It metamagic was more powerful and/or if Sorcerers got access to a lot more metamagic at lower levels (they get shockingly few of the possible options) I think it might be a bit different.