This probably isn't the best time to bring up an idea for a positive Sorcerer change with how hard the other classes are suffering but...
Sorcerer support sucks. The best they have to offer is the Exploitation passive, which is almost always granted by some DPS in group with how common Sorcerer is as a class. Sorcerer healers are almost never ran with how trash the heals are, Twilight Matriarch is a decent burst heal but Sorcerer has no class specific Heal Over Time which I find absolutely criminal. I think a basic step would be to look at some of the skills and their morphs and find which ones are really similar to eachother, like Empowering Ward or Shattering/Restraining Prison.
The first change I would make is to overhaul Empowering Ward. It's niche, pretty bad, and the buff is already covered in a larger area by Wardens.
Empowering Rune
Radius: 12 Meters
Duration: 15 seconds
Cost: 5000? Magicka
Inscribe the symbol of Oblivion beneath your feet, empowering you and allies within it. You and allies within the rune gain Minor Resolve and Minor Force, increasing your Armor by 2974 and your critical damage done by 10%.
While this poorly made draft definitely requires some tweaking, I think granting group Minor Resolve and Minor Force is unique and would in some form grant Sorcerer healers and support a bit more attention. While not entirely necessary due to how common the use of Tzogvin's Warband or Barbed Trap is, having a Sorcerer with this skill in group would allow people to further prioritize more damaging DoTs. (This skill was directly influenced by Terra Magicus in Elden Ring. Call this one Terra Magicka, if you want

.) It would be a no-brainer to give this ability empower for the duration, but that would take away from Necromancers.
The next change I would make to Shattering Prison, as it is quite literally a skill that nobody uses. It does mediocre damage and costs a lot.
Steadying Shards
Radius: 18 Meters
Duration: 5 seconds
Cost: 4000 Magicka
Call forth Daedric shards from the Earth to find allies and stabilize the ground beneath them, rendering them immune to knockback and disabling effects for 5 seconds.
I acknowledge that this skill would be absolutely cancer in pvp if spammed in a group, so the duration may have to be reduced with the cost increased. However, in a PvE situation I could see this being used reactively on a support or healer to stop your group from being stunned by a slip up in mechanics like Orbs in Cloudrest, or meteor while fighting the Havocrel during the Oaxiltso fight in Rockgrove.