Hmm looking at those domains...
Knowledge: some good divination spells like identify, augury, and legend lore. Good if you want some utility magic.
Life: yeah baby! Cure wounds, lesser restoration, revivify, and raise dead to replace your need for a cleric, plus bless for buffing.
Light: Pyromancers will love this. Save slots on fireball and wall of fire for other stuff now.
Nature: a few good druid spells. Spike growth and grasping vine makes good battlefield control.
Tempest: A few great thunder and lightning spells, which you can augment with spells like lightning bolt.
Trickery: lots of good utility magic, like charm and dispel magic for free.
War: this almost makes you want to go into melee. Shield of faith raises that AC, stoneskin will reduce that damage taken. Tack on a few more buffs for allies and you'll be real poplar.
Death: if allowed, animate dead is potent but few others match you normal should spells. Worst of the bunch.
Really, the hp issue is a feat away, and this gives the sorcerer more versatility then you can imagine. This almost allows them to replace a wizard or cleric, depending on the domain.