It is my opinion that wizards make better non-adventurers. Wizards are about planning, study, and contemplation. Sorcerors are about nuking the crap out of stuff and wreaking havoc and mayhem.
Wizards do best when they can operate on a predictable plan and from a secure base wherein backup supplies can be stored. If your campaign centers around a specific locality in which the party returns time and time again, never straying overly far, or overly long, the wizard is ideal. If your campaign involves a wandering party which rarely, if ever, returns to its point of origin, then the sorceror is best: You don't want to be tied down with spellbook that can get lost or destroyed mid-adventure....and if your DM is anything like me, and runs an adventure with combats anything close to real combat, half of your equipment is not going to return: That's not to say you won't make a net gain in equipment, but half the stuff you bring there isn't going to be in the stuff you bring back: Anything loose will be lost. Anything breakable will be broken. Anything consumable will be consumed.
Wizards, on the other hand, make very nice opposing-force NPCs. The fact that a wizard has to pick his loadout in advance isn't a problem for the NPC, since the DM doesn't have to pick the loadout until the wizard actually uses it. This is not an unreasonable approximation for an Int-20+ genius arch-wizard.