For the benefit of we uninitiated, could you give your advice on how best to play them? I think they sound cool and definitely want to play one eventually, so your take would be awesome. You can DM me if you'd rather not take up the thread, though I think it would be relevant still.
Sure,
So, my experience with it has been that if you play a storm sorcerer like most sorcerers tend to play (staying back, avoiding the fray), you will end up feeling like the subclass has no identity and no flavour, because you will never get much use out of its features. The way it plays best, in my experience, has been *aggressive*. Front and centre, in the thick of thing, using abilities and spells that give you movement or that move others as you deal damage. You get free AoE damage when you cast, and you can get a 10ft reposition
before or after you cast that is a flying speed which does not provoke opportunity. Lightning bolt is generally the mid-level bread and butter, for a storm sorcerer, and you can make the most out of hitting the most targets with it by being in the middle of the combat, and being able to freely circle around your main target without opportunity from other things, in order to line up the most valuable shot. Thunderwave is often a low-level signature spell, and it's another great close-quarters AoE that helps you move other targets, either to put them into more favourable positions, or to get them away from you if you need, or other utility options.
My sorceress has been a gnome with 10AC, and she does not, in fact, stock mirror image or mage armour (but does use Shield and has pretty decent con and hp); she's often angry, often violent, and hasn't met a problem yet that she couldn't electrocute away (personal emotional traumas and loses aside; we use the anger and other distractions to avoid engaging with those). Our DM doesn't pull punches; party members go down often, we've had numerous deaths on our journey to level 12 (so far). She's gone down only once, recently, and it was in an encounter involving a villain that had singled her out as the focus of his particular ire and blame... most of the time, intelligent play that is aggressive, but tactically sound makes sure that she can put herself in the thick of danger, but get out again as she need, or else resolve the encounter before she's overwhelmed.
This is personal experience only; compared to other subclasses, the raw numerical punch of the subclass perks
is lacking, it's true, and there are places where it could be better - aforementioned not getting our fly speed until level 18 is a huge kick in the teeth, and Storm's Fury (reaction on damage to push back the target and deal damage) is nice in theory but as a sorceress I've already got a lot of pressure on my reaction (I'm our groups only counter-speller, for one thing).