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Fortunately, the game doesn't make you choose. Choose the "Abundant Spells" mythic feats, and you will have all the spells per day you will ever want.
I like the Elemental Specialist wizard. You choose an element to specialize in, and then convert all of your damage spells (except force) to that element. Pick the "Ascendent Element" mythic to make enemies vulnerable to that same element.
Of course, a lot of people say that controller wizards or sorcs are better. Just focus on Enchantment or Illusion spells instead of Evocation, but I personally don't really care for "save or suck" spells. Your choice though.
Edit:
For more details i use the Table Top Tweaks mod to make the game closer to actual table top. This mod adds a few features that makes this class even better. Quick Study lets you swap a spell memorized for another one. This gives you AMAZING versatility that a Sorcerer will never have. It also adds the Lecturer Background which gives you Intelligence to Persuasion checks rather then Cha. Which now makes you the perfect MC. All knowledge skills and talking skills all wrapped up in one character. Plus you'll be focused on Int for your casting... top it off with Potent Arcane trick and you can now boost your CL or DC by +2 on top of any feats.
Exploiter Wizard is a power house even without the mod, but table top just makes it better.
This kills me because one caster can be both a blaster and a controller. You don't have to limit the PC to just one.
That guy just wrecks everything with high DC spells.
As for spell slots, you can take abundant casting line of mythic abilities and then it basically doesn't matter whether you are a sorcerer, wizard, or witch.
So, as I told a player once, it depends what you are going for. Pathfinder is a team game. That means no one class is the best at everything.
If there was a class that was super awesome at everything, everyone would just pick that and play solo like it was an Elder Scrolls game.
In this game, wizards and sorcerers are one of the easiest classes to minmax, because you pump 90% of your stats into your spellcasting stat, then a bit into Con and Dex (for AC and ranged spell attacks) and you are golden. Wizards gain the benefit of being specialists, so you can just focus on all those spell focus feats and the mythic feat that increases your caster level for your chosen feat. You can also learn new spells from scrolls. Sorcerers gain more spells, though they have a slower spell progression. They can also metamagic on the fly, though casting such spells takes longer than a prepared caster.
Clerics have the advantage of versatility- they can be a healer, serve as a martial combatant, buff your party, or serve as an offensive spellcaster, depending on your needs in any situation. However, it's hard to build them well because they need points in almost every stat. Oracles are like divine sorcerers, wtih similar trade-offs.
Alchemists, especially those that focus on grenades, can be devastating because they end up focusing on touch AC, one of the weakest defenses in the game. They can learn spells from scrolls lke a wizard, and their grenades do elemental damage while bypassing spell resistance- something any true spellcaster would be envious of. One of the main downsides of an alchemist, however, is that they are not as strongly supported with mythic abilities and feats.
You can rely a lot on invisibility and mirror images if you have mind blank up which you should have 24/7 from the moment you get it.
Illusion has some of the most powerful CC spells in this game (phantasmal putrefaction) and also very powerful attack spells (phantasmal killer / weird). Unlike Kingmaker which had plenty of undead and mind-immune enemies, demons are not immune to phantasmal insta-kills. It's not only buffing.
Necro buffs such as false life are useless, if you aren't a Lich, because it's much better to not get hit.
Transmutation is important but can be supplemented by someone else if necessary.
Depends on which cleric, and angel cleric / oracle with merged spellbook is one of the most powerful melee hybrids in the game.
The fact that wizard gets higher level spells faster matters in the beginning of the game which is the hardest part. It can easily mean getting a higher level spell many hours of gameplay sooner.
Once you have abundant casting you don't need to camp often and it doesn't matter what kind of caster you are, you will have more than enough spells.
I agree that sorcerer is more flexible in his spell casts since you can cast 6x meteor shower for example while with wizard you would have to memorize it 6 times.
But if you played this game or Kingmaker before you should have pretty good idea what spells to memorize and when.
From gameplay perspective, whether you choose a wizard or a sorcerer depends mainly on the mythic path and what kind of caster you want to be.
Witches are not as good as wizards - but if you like using their hexes you could try them. Winter witch is almost as good as a wizard so could try that.
Once you start get mythic levels there are feats that give you large number of extra spell slots so any spell caster should be good by then.
Anyway I suggest don't over think it. Go base-wizard/Evocation and kill enemies with direct damage.
It's a personal matter, I favor efficiency over variety so with the same logic I can consider the kineticist as an alternative to sorcerer.
the base classes of sorcerer can cast 6 spells per day for each spell level while wizard is 4 spell slots per spell level.... thats base class not counting stats and gear...... a wizard has 2 less spell slots than a sorcerer... can learn higher level spells 1 level earlier since sorcerer is delayed by one level behind in spell progression... and is able to prepare any spell they know ahead of time... which means if you know what your up against you could memorize the right spells for every encounter pretty much... a lot of ppl like wizards cause of this... they can fill their spellbooks with spells and switch out as the situation arises....
sorcerers on the other hand learn only a couple of spells per level but what they learn they can pull off better than a wizard can in casting.... without sacrificing other spells... metamagics really shine for sorcerers... in real time its kinda slow to do metamagics as a sorcerer but in turn based its a lot more manageable... and my preferred mode anyways to cast spells...
lets look at a level 3 spell haste... and lets compare what a sorcerer and wizard level 10 can do with it....
a sorcerer by level 10 would have 3rd level spells per day at 6... 4th level spells per day at 5.... and 5th level spells per day at 3.... with metamagics like extend, or heighten.... they could have haste ready to cast at any of those spell slots if they ever need it... so from the base class they would be able to cast haste 13 times at level 10 if they wanted to...
a wizard by level 10 would have 3rd level slots at 3.... 4th level slots at 3... and 5th level slots at 2.... so if you wanted to cast haste for all spell levels with metamagics you'd be able to cast only 8...
of course the kicker is that sorcerers know only a few spells and can change the flow of what they want to do.... you may not want to cast 13 hastes at level 10..... maybe instead you could cast 13 lightning bolts another level 3 spell.... a wizard has to prepare so many of whatever spell they want in advance... and if you prepare the wrong amount or wrong spells well.... too bad...
and spells like grease?... oh boy.... its a level 1 spell but with metamagics on a sorcerer.... as long as you got spells per day you got grease lol... without having to sacrifice anything.... not to mention buffs.... resist energy communal alongside mythic enduring and greater enduring spells... go ahead and let the enemy try dispelling.... can rebuff for days... lol... your like the energizer bunny as a sorcerer...
A trickster sorcerer can cast level 9 spells at class level 18, at the earliest (whether completely normal or not).
The former thus gains access to high-level spells MUCH MUCH faster than the latter. And the Abundant Casting line + gear + caster stat provides them with sufficient number of spell slots.