It's actually 3x full spells a turn with Haste as currently implemented.
Or if you want to be more extreme, use that helmet where if you do fire damage with a levelled spell, you gain a bonus action (if it's still in Patch 6), so then you can quicken another spell. So at level 10 (10 sorcerery points), you can add 3 quicken fireballs after the action and haste action, for 5 spells total.
So in theory, if we keep the system as is, it's 100% broken. But I mean that's what EAs are for - it's something to provide feedback on.
I doubt the current haste implementation will stay as is, since allowing any action as it does currently means you'll allow for full extra attack too, instead of the just one extra hasted attack. I.e. a level 11 fighter will be making 6 attacks with haste pre action surge / dualwielding.