With the Sorcerer update coming this fall, I wanted to share some thoughts from the perspective of a Sorcerer main since 2017. I've played both magsorc and stamsorc, and I greatly enjoyed both of the roles. I've even done some delving into tanksorc and healsorc. However, most of my experience is in PvP and my ideas come largely from that perspective. That being said, I think some of these ideas are cool and could benefit Sorcerer players in both PvP and PvE.
As it stands, the Sorcerer class definitely feels as though it was built with old design philosophies and then patchworked to fit more modern game standards. Many of their skills overlap with effects (5 stuns for example) or don't synergize well if at all or are simply outdated. This is more evident of course when compared to the Arcanist class which is rife with synergy. Some issues I find most glaring are low survivability from ineffective defensive skills, a requirement to commit 100% of your build into certain stats in order to see any benefit from certain skills, highly telegraphed and avoidable damage, easy counters in almost every regard, etc. What I would personally love to see is a Sorcerer with skills that feel impactful, synergy throughout the kit, unique effects specific to the class, and a hard lean into the classic TES Sorcerer design. In fact, I think some issues could be solved by including more traditional TES mechanics into the class.
For example, increased magicka pool built into the class (not through sets or enchantments). In previous games, the maximum magicka a Sorcerer possessed was natural and didn't require players to use all fortify magicka effects at their disposal. Unlike ESO where the sorcerer has more maximum magicka but still needs to build 100% into maximum magicka in order for it to mean anything. Sorcerers in classic TES games also always had stunted magicka and spell absorption, which don't exist in ESO at all. Some cool ways to implement some of these classic TES mechanics could be through reworking passives so that the class has naturally more maximum magicka (and stamina in favor of hybridization) at least enough maximum magicka to expand their item set options beyond Crafty Alfiq,

or to rework the Capacitor passive to offer something akin to spell absorption

I think there is also room for the Sorcerer to become more resource intensive overall, where abilities cost slightly more but deliver stronger effects in return (not through major/minor buffs but just more impactful and unique utility).
Increase cost of Ward but edit the scaling so it doesn't need a health cap (or a build 100% committed to max mag) and give it some unique utility.

Or increase the cost of Curse but give it some unique debuffs

I also think it could be cool to see pets get updated designs that fit a little bit more naturally into the rest of the toolkit. Put a timer on them and have them act like other timed abilities. Scamp could act like a ground dot like Necromancer's Boneyard or Arcanist's Imperfect Rune then replace Liquid Lightning with something more impactful. Twilight could act like an aoe hot like Templar's Cleansing Ritual or Nightblade's Refreshing Path then get rid of the awkward shield mines. I think this would feel more natural and more beneficial than trying to balance two classes (petsorc and no-pet sorc) separate from each other.
Anyways, that's my two cents. Obviously, all of these ideas would require changes throughout the rest of the class, but the core ideas are what matter most to me. I would love to see the Sorcerer class receive updated skills and passives that offer Arcanist-level synergy, more build options, more traditional TES design, and more meaningful impact overall. I would also like to hear everyone else's thoughts on my ideas too! Maybe get some PvE insight into my ideas. Sorcerer has and always will be my favorite class, and I can't wait until we get to dive into these updates!