Preface: I won't be addressing anything in the Daedric Summoning skill line. I have a fundamental problem with that skill line (as some of you already know), so I'd like to make some suggestions which I believe would improve Sorcerer in other ways.
Under each suggestion, in parentheses, I have explained my reasoning behind each proposed change. Please read my reasoning before responding with any knee-jerk criticism as people are wont to do sometimes on internet forums.
Surge
Base Ability: Toggle to apply Major Brutality and Major Sorcery.
Morph 1: Also increases maximum Magicka by 10%
Morph 2: Also increases maximum Stamina by 10%
(The first thing you'll notice is that there is no longer any heal associated with Surge. Quite frankly, the heal needs to go to another skill--see Dark Exchange, below--for either the heal or Surge to have any hope.
The idea here is that the baseline of Surge becomes hybrid friendly, and the morphs become options for players to spec into Magicka or Stamina, depending on his or her needs. I've made the skill a toggle, which I think is a drawback, as it forces characters to run it on both bars and therefore balances out the substantial damage buffs and fairly significant attribute gains it provides.)
Overload
Base Ability: Bathe yourself in Lightning for X damage per second for 15 seconds. Enemies affected by (new ability name) have X% chance to be stunned for 1 second. Scales off of Stamina or Magicka, whichever is higher.
Morph 1: Gain Major Protection for the duration.
Morph 2: Gain Major Expedition for the duration.
(Conceptually, I love Overload. But the Ultimate has always felt clunky to me, and rarely makes it into people's builds. The idea here is the inverse of something like Magma Armor--instead of being a tank armor ultimate, this is like a dps armor ultimate. You cast it on yourself, it follows you, dealing DPS to nearby enemies.
The morphs, however, open up some flexibility. Major Protection provides efficacy as a tanky ultimate, while Major Expedition is in line with Sorc's general mobility).
Dark Exchange
Base Ability: Instantly convert X amount of Stamina into X amount of Health and X amount of Magicka.
Morph 1: Improve conversion rate.
Morph 2: Improve conversion rate. Instantly convert X amount of Magicka into X amount of Health and X amount of Stamina.
(This is probably the easiest change to make to Sorcerers, and would provide that much needed self heal. The idea here is that Dark Exchange's biggest problem is the channel time. Remove that and it becomes a great skill.
Granted, the conversion rates will need to be tweaked as it is now instant cast).
Thanks for reading. I honestly think these 3 changes would open up tremendous build opportunities for Sorcerers. These changes don't appear very drastic, but they supplement DPS, Tankiness, and overall survivability. Furthermore, these changes would open up some really interesting hybrid build for Sorcs.
Invictus
Kilandros - Dragonknight / Grand Overlord
Deimos - Templar / Grand Warlord
Sias - Sorcerer / Prefect
Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT