Considering how long we have spells is taken into account, but does not change the point. We get Magic Missile and Scorching Rays about just as early, but they remain relevant at higher levels because of either additional features like auto-hit or proper initial damage and scaling (since even though we get Fireball quite soon after Scorching Rays and it is AoE, Scorching Rays deal similar damage at spell level 3 and can be used if enemy is single and engaged with your allies that would be hit by Fireball and outscale its damage starting from spell level 4). As such, other spells could get similar treatment.
Chromatic Orb actually starts to fall off at level 5+. Fire Bolt there deals comparable damage (2d10 vs 2d8 + 1d4 from burning). Ray of Frost does similar damage without ice surface, but if you need it you are better off using Ice Knife (1d10+2d6 damage and second part is AoE).
As such, buffing Chromatic Orb to 3d8 (13.5 avg) + surface at level 1 is reasonable. That would just bring its power to the level of Ice Knife (12.5 avg damage + ice surface, but 7 avg damage is done in AoE), Guiding Bolt (14 avg damage + advantage on next hit) and so on.
I can agree about Sleep though, since it is a spell slot and action that can be negated by a bonus action, so could use some buffs as well. Not so sure about Hypnotic Pattern - with Careful Spell I was able to pause whole battlefield of enemies with it, so making it last longer is questionable.