I'm sure dipping into wizard has its uses in certain builds, but the more I've looked at it, the less enticing I find the option.

It's all in the details. In most builds, Int and/or Cha often tends to be a dump stat. Not in this build, though. So, Str gets dumped. But there's still a need for something in Dex and Con, and who wants to dump Wis? You end up stretched thin with an Int that hovers around 14.

Using the warped headband to get a 17 is still just a 17 in the later game, which isn't great for wizard spells. And there's a lousy opportunity cost at play here. Suddenly, you can't wear any of the other head gear.

Which means you leave your Int lower than you'd really like. Or you lower your Cha, which doesn't feel great as a primary sorcerer.

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Next, if you take two levels of wizard to get the subclass, you miss out on an extra metamagic and a feat. Sculpt spells is really nice, but do you want to give up a feat and quicken or heighten spell?

There's just a heavy cost for a minimal return.

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As far as getting some extra versatility with a greater spell selection... have you seen how many scrolls you build up throughout the game? You can cast those at whim. The versatility is already there, teeming throughout the game.

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For folks thinking this is an overly powerful option, I heavily suggest actually playing it. Do a test. Run a game with a wizard dip, then run a game without. I'm not convinced it's as broken as some folks are suggesting.