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Legend
It's still not going to be players choosing whatever spells they want. You're locked into a set of options. So there's player "agency"/choice...but not a free-for-all. A Fire Sorcerer is never going to be a great diviner or mind reader or illusion maker. They just won't. His/Her spells are still going to be flame, heat or light related. Probably overwhelmingly combative, offense/defense, applications. That's just what they'll get. With some limited utility worked in either in the spell choices or the Chain features as best they can. A Shadow Sorcerer would never be able to choose Radiant/Light spells, an Illusion-based guy won't be able to create "real" alterations/transmutations, and so on.
Speaking from the handful of sorcerers (about 6 altogether) I have seen in face-to-face play (not counting the ones I've seen in online games), the majority (5) have been run by newer gamers unfamiliar with the rules OR non-tactical gamers easily overwhelmed by the rules. These 5 players, in my case, were all into role-playing and loved having magic at their fingertips, but were put off by a class like the wizard because there was too much to keep track of. Of those 5 players all were women, and of them 4 had very similar tastes in fantasy literature... J.K. Rowling, Diane Duane, others that I can't remember.
My observation of these players was, while they were perfectly capable of choosing a sorcerer's spells and figuring out metamagic...it didn't actually support their style of play. This is all anecdotal, but my sense was that they didn't conceive of their characters as "a sorcerer" but rather "Ellwyn, an elf with power over the moon, wearing a crown spun of moonlight" or "Miriam, fire witch of her tribe."
I've often wondered if the sorcerer class had been differently designed if that would have improved their play experiences.