Don't get me wrong, that's still really powerful and you get to roar at the table. But the fighter gets 32.5 HP without a time or elemental restriction, and that goes up if you have more than 2 short rests (not guaranteed). It's just not flashy.
Second wind is awesome at 1st level.
Rage is decent enough but I get armor because the unarmored AC doesn't do much other than save starting gold at that level. And like you say, rage has restrictions and can end early.
Heavy armor, sleep spell, and healing abilities are where I see the most combat benefits at that level. Damage means less when a PC's DPR hits 0 along with his or her HP.
AFAIC, the wizard has an advantage with ritual, but the sorcerer has advantage with extra cantrips. A person's favorite probably comes down to a matter of taste and playstyle. me? I use the flexibility of cantrips way more frequently than I cast actual spells (even ritual). So while I am not saying the sorcerer is better than the wizard, I am saying it's not nearly as bad as some are arguing, and certainly isn't nearly as big of a gap as many have listed.
Coincidentally, the PC I'm playing now is a sorcerer, and the my last PC was a wizard![]()
I prefer the sorcerer for metamagic later. I find an extra cantrip is handy, but that's compared to a 1st level spell or two cast as rituals if it's a utility cantrip or a situational combat benefit versus an extra slot from a short rest if it's a alternative attack cantrip.
I think gaining the bloodline abilities at 1st level carries more appeal than the cantrip.