ps. for the summons, you'll be reliant mostly on scrolls for that (another difference from the standard wizards, who get options there). It's good to pick up animate dead or summon elemental scrolls when you can for some cushion. If like me, you end up with a million scrolls in your wizard's backpack, you might have fun with the Sorcerer just cause it gives a reason to use them more often without feeling like you're breaking archetype too much. For bards same deal there, like you can just make that one of the sinks for the GP with the scroll purchases. There are a couple 'familiars' you can grab along the way. Scratch, Shovel and Us. I think Shovel is probably the most useful all around, just cause they can caste invisibility on themselves and run interference that way, forcing the enemy to look around searching while your mains do the dirty work. That one is a pretty early get, Blighted Village, but kinda easy to miss. Otherwise for the itemization it's a lot of the same equipment you'd want to be wearing on your wizard anyway, so not too tricky of a transition there if you're used to Wizards.
Here's the sorcerer spell list from the wiki in case you want to suss things out.
https://bg3.wiki/wiki/List_of_Sorcerer_spellsDue to the limit on total know spells you're heavily incentivized to go for the most powerful spell at each level/tier prioritizing damage or CC. Some of the stuff that I'd usually grab as a Wizard for utility you'll often have to pass over, or count on picking it up somewhere else like from an item or a potion. Depends how you like to play, I almost always go with Chromatic Orb Magic Missile initially for damage type choices or just hitting targets that might be out of direct line of sight otherwise. Lvl 2 is tougher, depends on your playstyle, but probably cloud of daggers, or maybe shatter or ray of fire. Stuff like invisibility seems cool thematically, but if you can get something similar from a potion it's harder to justify. Haste I think would be the exception just because it's so powerful for pretty much the entire game, even with the nerf at higher difficulty levels it's a workhorse. Twin spell on that can be a bit of a double edged sword, high risk high reward type situation where you gotta hold concentration. I haven't found a great use for Extend spell, most spells that would use it already have a pretty lengthy duration (haste lasts 10 rounds already, so it's hard to imagine needing it for 20 rounds or whatever) also stuff like surfaces lasting twice as long can work against you. Careful spell seems ok, but similar to focusing on healing over damage, sorta like if you're already in the weeds and everyone is clustered sure, but probably too situational I think. I just get a lot more use out of distant, twin, quickened spell which seems to give more tactical options for how to open.
What you can do if the whole create sorcery point thing seems onerous, is to just eat a lvl 1 spell as soon as you wake up in the morning. Having the extra point at the ready will allow you to do another quickened spell back to back and that sort of stuff. You can do this on the fly, in combat, with a bonus action, but it's nice to bank something. Later on you can eat a few more lvl 1 spells and then go all ham with the meta magic without having to fret overmuch about running out of points. You do have the option to eat sorcery points to restore spells as well, but it's very expensive going that way, especially to restore higher level spellslots. Getting something similar from a potion of arcane cultivation usually seems better to me for the cost, there are a couple amulets that do the same. Unless your spellslots are totally spent, saving the points to quicken or twin, even for cantrips often seems better to me, especially with the damage bonus after lvl 6. Anyhow, not sure if it helps, but I think they're pretty fun.
I used to think Sorcerers were kinda lame, like when they were introduced in BG2 I never bothered hehe, but in BG3 it's my favorite class.