Just for fun, here's the paladin/wild sorc in my test party. Please pay particular attention to the sorcerer spell list in bold:
Name: Cranduin the Lesser
Age: 26. Physical age: 17--thanks wild magic :-/
Background: Urchin (easygoing, loves kids, always kind)
Race: Human
Class: Paladin of Devotion 6/Wild Sorcerer 2 [Planned: Paladin 11, Wild Sorcerer 9]
Stats: ST 16 DX 10 CN 16 IN 11 WS 15 CH 19
AC: 21 (Full armor/shield/defense style)
HP: 72 (+13)
To-hit: +6 (weapons) or +7 (spells)
Spell DC: 15
Attacks: Fire Bolt +7/2d10, Longsword 2x+6/1d8+3
Feats: Lucky, +2 CH [Planned: +1 CH +1 DX, Mounted Combatant, Great Weapon Master]
Skills (+3): Athletics, Stealth, Medicine, Sleight of Hand, Perception, Disguise Kit, Thieves' Tools,
Common, Elvish
Equipment: Plate Armor, Longsword, Shield, Longbow, Chain mail, explorer's pack
XP: 37987
Spells: [SP: 27 / 4 3 2; MP 2]
C1. Prestidigitation
C2. Fire Bolt
C3. Mending
C4. Blade ward
1. Shield
2. Expeditious Retreat (Force run!)
3. Disguise Self
[Planned at 10th level: Shield, Absorb Elements, Mirror Image, Counterspell, Fireball, Expeditious Retreat, Hold Monster, Polymorph, Enlarge, Animate Objects]
[Planned metamagics: Twin Spell, Quicken Spell]
1. Bless
2. Shield of Faith
3. Magic Weapon
4. Cure Wounds
5. Aid
6. Command
P1. Sanctuary
P1. Protection From Evil
P2. Lesser Restoration
P2. Zone of Truth
If he ever gets to 9th level as a sorcerer he'll have 10 spells, and each and every one of the spells on that list radically expands his capabilities as the party tank/protector. He will get plenty of utility out of the paladin spell list as well (Create Food and Water, Dispel Magic, etc.) but so far what has really been excellent has been the defensive spells on the sorcerer list (Expeditious Retreat, Shield) and I'm really looking forward to Quickened Polymorph (Self + Steed: now we're Tyrannosaurs!), Quickened Hold Monster (+ smite for double damage!), Quickened Animate Objects for backup, Quickened Enlarge + Mounted Combatant to GWM attack large creatures with advantage for 4d6+1d8+13 = 31.5 points of damage, twice, plus 4d6+4 more from my warhorse (possibly twice), for potentially up to 99 points of damage per round at the low, low cost of 3 SP and 2 sorcery points (MP).
This is what I mean when I say that sorcerers are fine once you realize they're not wizards. As a wizard, I'd be feeling paranoid about the fact that my spells don't cover all possible saves (especially Dex, Int, and Con), that I only have a single option for retreating (Expeditious Retreat), that I don't make particularly efficient use of Concentration, that my one spell for creating meat shields is short-duration, that I have no stealth spells, etc. But as a paladin/sorcerer, I don't think about any of that. I'm just overjoyed at how many more options I have by multiclassing to sorc than I would if I stayed pure Paladin. Twin Revivify? Sure! Twin Shield of Faith? Why not? Twin Aura of Vitality? ...Probably not, but I wish.
It's a good trade. Counterspelling-with-advantage alone is probably as good as the paladin capstone I gave up, and I got nine other abilities besides. Sorcerers may not be versatile but they sure are fun.