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Intelligence will get you more skill points, while charisma will get you better conversation options and prices from vendors.
It depends, ultimately on what mod the character is for, and what you like to do.
Even outside of those feats, given the nature of crpgs, sorcerers tend to be more flexible overall when it comes to facing blind encounters. CRPGs are mostly combat focused and you will generally use only a subset of spells anyway. Being a sorcerer means you can decide how to use those spell levels on the fly.
A wizard might have 2 magic missile spells, a burning hands, and a sleep spell memorized. Depending on what you encounter, some of those spells might be useful, others not so much. Walk into a group of trolls, and you wish you memorized burning hands 4 times. But as a sorcerer, you have all your spells on tap useable as many times as you have level slots for. So you could cast burning hands 4 times if you wanted. If you walk into an encounter with an enemy mage, you could spam magic missile 4 times. Or any combination you wish, without needing to know what you will face ahead of time. Sorcerers are just more adaptable on the fly.
The only advantage a wizard has (outside of INT being more useful) is when they know exactly what they will face and can tailor their spells ahead of time. They will have a deeper selection of spells to pick through. But even then, chances are you will do better with the spells and tactics you spent time perfecting. And if by some small chance you really do need an obscure spell available, a sorcerer can simply keep a few scrolls handy. Because the other 99% of the time you will be better off throwing fireballs and such en mass.
So, for a dedicated caster, sorcerer. For a mage/thief, possibly a wizard if you want to be a skill monkey, because INT is a shared attribute.
The Wizard can switch spells, knows more of them and can be more adaptable to the situation at hand. (if your in a pickle against a specific boss you just have to reload your previous save file, select other spells in your spellbook, rest, and then you go get another shot at the big baddie).
plus your intelligence grant you more skill points which you can spend in useful stuff like open locks and disable traps like a rogue would do.
The Sorcerer though is much more straight-forward. You pick offensive spells, some defensive spells and you go head on in the fray with your henchman and summons. You can cast a spell multiple times before a rest is needed, so you are better suited for combat. You won't have as much skill points as a wizard, but the pixie familiar can help you disarm trap and open locks. You can switch spells but only once per level up, so you'll have to choose wisely.
I always found that D&D was a game of "pick your poison". Selecting a class is no different. :)