The starting classes in ESO way back at launch were not designed with balance in mind - classes were largely subject to single combat role and pretty much sucked everywhere outside of that role. ZoS has tried to make minor ability changes to adhere to a more balanced class structure, but I feel that a overhaul is more appropriate.
When folks hear about reworking the original starting classes, they often cry about homogenization. This post is not that - I feel that all the classes to be able to do everything, BUT they need to do it in their own way. Following this philosophy I will be starting with the popular Sorcerer class and be using the skill line structure of Warden/Necromancer. Obviously, this will be a big read, but I've formatted the post to make it easier to read through. Keep in mind that any new ability base values are placeholders - they are there for illustrative purposes and subject to change.
NOTE: I felt Sorcerer class passives are fairly good right now where they're currently at and instead chose to focus on the abilities in the skill lines right now.
Storm Calling (DPS Skill Line)
Ultimate: Summon Storm Atronach
Summon a mobile storm atronach to fight alongside you for 30 seconds. Its arrival deals [6147] Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing [3072] Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting the ally and the atronach Major Berserk, increasing their damage done by 25% for 8 seconds.
Morph 1: Summon Unstable Storm Atronach - Atronach now explodes for [8000] shock damage in a 8m radius when killed or duration ends.
Morph 2: Summon Air Atronach - Instead deals physical damage. The atronach's slashes bleed any enemy struck for additional [3072] physical damage every second for 5 seconds.
Comment: This gives the Sorcerer both a magicka and a stamina dps option. You are now summoning the very aspect of the storm, wind and lightning! The atronach now also moves with you just like a normal pet but with a limited duration, giving it more combat value. Overload was unbalanced in PvP and because of that it was nerfed into the ground for PvE. ZoS has had 5 years and still not balanced it out. Time to get rid of Overload altogether and make a new ultimate for the tanking skill line!
Mage's Fury: Call down lightning to strike an enemy, dealing [2380] Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional [8455] Shock Damage to them and [3809] Shock Damage to other enemies nearby.
Morph 1: Mage's Wrath - If any enemy is killed within 5 seconds of being hit with this ability, you restore [4860] Magicka.
Morph 2: Cyclonic Fury - Instead deals physical damage in a 5m cone in front you. (The execute explosion also deals physical damage).
Comment: I combined both Endless Fury and Wrath into a single magicka morph for the Sorcerer and created a stamina morph that executes in an AoE cone. This gives StamSorcs more class identity by freeing them from being forced to run only weapon skills.
Lightning Splash: Create a nexus of storm energy at the target location, dealing [1966] Shock Damage to enemies in the 6m area every 1 second for 12 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing [6147] Shock Damage to enemies around them.
Morph 1: Liquid Lightning - Increases the damage and radius (8m).
Morph 2: Flash Flood - Instead pelts enemies in the area with torrential wind and rain, dealing physical damage. Damage increases by 2% each second, up to 10%.
Comment: Again I combined both the old Liquid Lightning and Lightning Flood morphs into a single morph and gave stamina sorcerers another class ability for their arsenal. Magicka users lose nothing from this change and stamina sorcerers gain more class identity.
Lightning Form: No changes.
Comment: This skill and its morphs IMO do not need to be touched.
Surge: No changes.
Comment: This skill and its morphs IMO do not need to be touched.
Bolt Escape: No changes.
Comment: This skill and its morphs IMO do not need to be touched.
Daedric Fortress (Tanking Skill Line)
Ultimate: Summon Daedroth 250 Ultimate
Summon a Daedroth to besiege enemies in its wake for 30 seconds. The Daedroth can taunt 1 enemy at a time, but will not overwrite any player taunt. The Daedroth's basic attacks deal [4257] Physical Damage and enemies struck are afflicted with Major Maim for 5 seconds. You or any ally near the Daedroth can activate the Infernal Hide synergy, granting Major Protection to all allies near the daedroth for 8 seconds.
Morph 1: Daedroth Juggernaut - Daedroth has increased health and defenses.
Morph 2: Rampaging Daedroth - Daedroth can now taunt up to 2 enemies at a time.
Comment: I wanted to create an ultimate that was Oblivion themed but also could function as a tanking ability. Daedroths are behemoths and it seemed like the obvious choice when designing it. The player chooses between having a stronger Daedroth or a Daedroth that can do up to two taunts. I limited the taunt to 2 enemies at a time because any more would be OP.
Summon Clannfear: Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals [1171] Physical Damage, while its tail spike hits nearby enemies for [2730] Physical Damage after 1 second. The clannfear can taunt 1 enemy at a time, but will not overwrite any player taunt. Once summoned, you can activate the clannfear's special ability, healing you and the clannfear for [5784]. The clannfear remains until killed or unsummoned.
Morph 1: Summon Unstable Clannfear - Instead deals greatly increased damage with its attacks, but can no longer taunt.
Morph 2: Summon Clannfear Matron - Passively grants you Minor Protection while active.
Comment: I got rid of the wimpy imp because you are a powerful Sorcerer and not a conjurer of cheap tricks. Players can choose between an improved tanking companion or a strictly DPS-oriented companion. Clannfear damage and heal both scale with your highest resource - either lightning damage for magicka or physical damage for stamina.
Daedric Curse: Curse an enemy with a destructive rune, dealing [9000] Magic Damage to the target over 8 seconds. While the curse is active, your pets will prioritize the target and deal an additional 40% damage to the target. You can have only one Daedric Curse active at a time.
Morph 1: Daedric Prey - Targets are also afflicted with Minor Vulnerability. You can have any number of Daedric Prey active at a time.
Morph 2: Haunting Curse - The curse will now also explode twice, dealing [8199] Magic Damage to the target after 4 seconds and explode again when the effect expires. You can have only one Haunting Curse active at a time.
Comment: Since I added a DoT to the base ability while it's active, I slightly extended the delay on the explosions by 0.5 seconds. Daedric Prey becomes a great option for players who wish to have more control over their pets in combat. I also removed the explosion from Prey since the pet bonus with Minor Vulnerability would be too much on a single ability.
Summon Winged Twilight: Call on Azura to send a winged twilight to fight at your side. The winged twilight's zaps deal [2757] Shock Damage and its kicks deal [2416] Shock Damage. Once summoned, you can activate the winged twilight's special ability, causing it to heal you and the winged twilight for [4953] Health. The winged twilight remains until killed or unsummoned.
Morph 1: Twilight Matriarch - Deals 50% less damage, but twilight's special ability now heals you, itself, and one nearby ally.
Morph 2: Twilight Tormentor - Deals 20% more damage, but twilight's special ability heals for 20% less health.
Comment: Adjusted the two morphs so that players can get a heal on either morph but there is a specific focus for each morph: offense or defense.
Conjured Ward: No changes.
Comment: This skill and its morphs IMO do not need to be touched.
Bound Armor: No changes.
Comment: This skill and its morphs IMO do not need to be touched.
Dark Magic (Healing Skill Line)
Ultimate: Negate Magic: No changes.
Comment: This skill and its morphs IMO do not need to be touched.
Crystal Shard: Conjure dark crystals to bombard an enemy, dealing [7367] Magic Damage and healing you for 30% of the damage done. Casting any other Magicka ability has a 35% chance of causing your next Crystal Shard to be instant, deal 20% more damage, and cost 50% less Magicka.
Morph 1: Crystal Fragments - Also heals any allies near the struck enemy.
Morph 2: Crystal Blast - Converts to a stamina ability, dealing Physical damage and also damages enemies near the initial target for [7367] Physical Damage.
Comment: I lowered the initial damage of the ability by 20% and added a heal to the ability. Stam Sorcs get access to a class stam heal and mag sorcs get an AoE heal. Also, I made the base ability and BOTH morphs have the instant-cast proc since it was a vital part of what made Fragments so damn good. No one likes hard-casting Crystal Shard - no one.
Encase: Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. The shards also heal allies in the area for [4100] health.
Morph 1: Restraining Prison - Immobilized enemies are afflicted with Minor Maim for 6 seconds.
Morph 2: Regenerating Shards - You and allies in the area gain Major Vitality for 3 seconds.
Comment: Adjusted this ability to operate as a burst heal that's slightly weaker than Combat Prayer but has Healer and Tank utility morphs.
Rune Prison: Imprison enemy in a constricting sphere of dark magic, after a short duration they are stunned for 3 seconds. This stun cannot be blocked.
Morph 1: Rune Cage - Heals you after the effect expires.
Morph 2: Defensive Rune - No changes.
Comment: Took the damage away from Rune Cage and instead gives a burst heal to the caster when the effect expires. Adds survival and frankly, the Sorc doesn't need any more burst.
Dark Exchange: No changes.
Comment: This skill and its morphs IMO do not need to be touched.
Daedric Mines: Deploy 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 30 seconds. When a mine is triggered it explodes, dealing [4000] Magic Damage and immobilizing the enemy for 2 seconds. Once mines are armed, you can activate this ability again to manually detonate any remaining mines. You heal for [1500] health each time a mine explodes.
Morph 1: Daedric Minefield: Deploys 5 mines and reduces cost.
Morph 2: Daedric Tomb: Mines can be placed up to 28 meters away. Mines also heal any nearby allies when they explode.
Comment: A unique twist on the daedric mine ability. While it loses some initial damage, it gains healing and any armed mines can now be
manually detonated for burst damage/heals. Tomb can deal burst damage up to 28 meters away and heal their allies in the process. Minefield allows massive burst damage and a heal for yourself right at your feet - opponents will fear your mines once they're armed even more now.
That's my rework for the Sorcerer class. I know there's a lot of changes and some of your burst or utility got moved or changed, but I feel both magicka and stamina sorcerers would be in a much better spot with this overhaul. Remember, the goal of this overhaul is to allow the Sorcerer to handle ALL roles better, but make sure it does so in its own way. I'd love to hear your feedback and if there's any interest, I can share my rework ideas for adjusting the skill lines for Dragonknight, Templar, and Nightblade so that they can better handle all 3 combat roles in the game.