Yeah, there's no real +CL or learn multiple class's spell mechanics on lvl up in 5th yet, so taking a few levels of sorcerer to mess around with castable slots might be worthwhile. You won't be able to cast the big spells if you want a balanced mix, but lots of little ones is doable.
I'd actually go with a lopsided build. Sorceror 17/Cleric 3, or vica versa, so you get a bit of everything, but still keep lvl 9 spells. The further you go from this, the worse it gets on losing available spell levels. The example gives you plenty of sorcery points to meta things or create spell slots for your cleric side as well. Clerics unfortunately don't exactly get the finest spell list in the land...
Druids however do.
Another good build is Druid (Moon) 15/ Sorcerer 5. You get level 8 Druid spells, CR 5 shape change, level 3 Sorcerer spells, 5 sorcery points and a couple of metamagic options. Most decent sorcerer kabooms come at lvl 3, so you're laughing. This sort of build gives you a bit of everything and lots of some things, and you can tailor it on the fly as well. Your cake, eat at will.
If you really want a more magic based character, just sub in Druid (Land) instead. 8 extra spell slot levels per rest is pretty significant, you can use them to fuel your sorcerer spells, and you get a few bonus spells to let you feel more sorcerer'y. Grassland, Mountain or Forest are all nice for an arcanish feel for your character, while still being firmly divine as well. Remember that you can still wildshape into CR1 flyers/utility creatures a couple of times per rest, so some utility spells off the sorcerer list have way lower ratings when you can just wildshape or land circle mimic them. Climbing, strength, dexterity, flying, movement, swimming, darkvision, blindsight, burrowing and melee combat are all pretty firmly covered by wildshape. Add in Grassland's invisibility and divination, or (call) lightning and movement spells, and you probably won't realize you're only a level 5 sorceror spell-wise at all. Remember that apes have hands, so you can still do plenty of stuff with strength 16/Dex 14 when you need to. And remember that Conjure Animals gives you plenty of friends to party with, even when you're not partying with your party. It is one of the best spells in the game for utility, but covers combat nicely as well.
Hopefully EE gives us some more beasts to play with, just for more shenanigans.
Another hidden benefit of Druids (like they needed more) is stat independency. Once you've got your Wisdom maxed, you can call it a day on attribute gains if you want. There's a wildshape form for any other stats you need, except intelligence and charisma. Which means you can choose a couple of feats if you want them on your leveling path instead of raising stats like everyone else.
So for super-magicky, you can pick up Magical Initiate and Dragon Marks for any of those tiny little spells or cantrips that you really miss, but just can't get otherwise. Or a utility feat. Or a combat feat. Whatever.
Aarakocra also make really good druids. So do Variant Humans. So do normal Humans. All the best races seem to be custom designed to make the best class even better. The whole darkvision thing is irrelevant to you.
Druids really are good.