That isn't a true representation of eldritch blast. At first level with the hex spell, cast as a bonus action you can get 1d10 +1d6 damage for every encounter because you can reapply hex once casted as a bonus action. Even after taking a short rest getting you spell slot back you can still reapply hex as a bonus action. At second level you can add your charisma bonus to eldritch blast via an invocation, 1d10+1d6+3* that is an average damage of 12 every attack. That isn't chicken feed and that more than eclipses a wizard's firebolt. 5-19 damage at second level that can be used for EVERY attack all day isn't something I would call weak nor underpowered. Also hex gives disadvantage to 1 chosen ability for all its ability check rolls.
Warlocks are a narrower focus from wizards but Warlocks can get multiple abilities that are "use at will." No spell slot needed just use it at will. I haven't even talked about all the other invocations that modify and improve eldritch blast. if you think a simple reading of the cantrip Eldritch blast tells you all you need to know about eldritch blast you have more research to do on Warlocks. Warlocks can do fewer things than other casters but what they can do they do it VERY well and in many instances far more often that any other caster could dream of doing.
* this assumes a 16 CHA which isn't unreasonable a stat for a caster class.
Try that thing ingame, half the time you can't even land the damned thing. What we have ingame now as a Warlock is basically a crippled Ranger/Wizard. Theories are one thing, but the reality is that in the end you simply are a shitty Hunter Ranger like that.
Like right now ingame level 3 ranger and level 3 warlock. Ranger has easy +3 extra attack (+1 weapon, +2 archery) on top of Warlock, passive Colossus Slayer (extra 1d8 damage) and Hunter's Mark, which is literally Hex minus the saving throw debuff AND they can dip arrows in surfaces easily spawned by your friendly Wizard - free fire arrows for all the eternity. When we will get to level 5 that Ranger will have one more attack too, like Eldritch Blast gaining one and seeing how game supposedly caps at level 10 - Warlocks will be stuck with same 2 spell slots and same 2 Eldritch Blast attacks for good and same shitty Proficiency + Modifier for attack vs Rangers having same AND another +3 to +5 assuming we get +3 weapons.
I certainly hope they will reconsider 1 rest thing and level 10 ultimate cap, because like that - Warlocks are simply not up to snuff, you'd be stuck with your 4-1 spells per long rest and Eldritch Blast that is a worse version of what Rangers do anyway. There is no ifs and buts there - 1 short rest is a big disadvantage to Warlock.
It's really how it is - it's not about some silly class honor or something - it's really simple case of having one short rest and level 10 cap as intended turns warlock into a shitty ranger with nerfed attack modifier that can toss 4-1 Wizard spells per rest and that's it. It IS weak, there is no ifs and buts there.
Heck to add insult to injury, with the way firebolt works in BG3, you practically hit even if you miss and you can turn it into a buff for all your martial companions at will and you tell me stories about supposedly unique Warlock prowess... joke. The only real thing Warlocks have is Dark One's Blessing and even that is just little more than a pot saver if you think about, because you can use pots as bonus action in BG3 anyway.