One of the arguments presented in favor of the Sorceror is their superior spell points, but Druids have the better meditation skill.
I agree with you there, but there really isn't a huge difference late because a druid simply shouldn't be running out of mana (and the only reason a sorcerer would is because of shrapmetal/paralyze spamming) which is my point and I already conceded Druids were superior early due to the extra spell guilds.
Since Druids don't get GM Learning anyway, that isn't too bad.
You got me. I don't think I have run a druid in years because I just couldn't get around the sorcerer skills (unless running a novelty team like MMMM). Sorcerers also have master learning.
Granted that you can reload a lot to get the ones you want, it's still a pain to do so.
True, but it's also a pain to dig up (even with Google or the original cluebook) what the actual recipe is as there is an extra level (layered) of potions from MM6. The recipes in the stores often don't work because it just lists a total, not how you get there.
The point, though, is that time a Sorceror spends unconscious is time they're not contributing to the party. Even more so, as they're draining other useful stuff the resident cleric could be doing.
This is a legitimate problem, but the druid doesn't add much in terms of survivability. Shield means you aren't dual wielding when you do decide to melee and the hp difference isn't that huge (and a ring enchant will make up the difference in AC). GM regen solves almost anything though as BECAUSE the sorcerer has such a low hp pool he comes back quickly. The only place that has any problems is the first room in the Lincoln, but with a Sorcerer you can set a beacon, TP, and come back with full buffs and full hp/mana at which point the difficultly goes way down due to the earth resistance from DoP.
Also, on those rare occasions when your Cleric dies, a Druid can bring them back to life; not so the Sorceror (until you get divine intervention). Better durability, better team support, and all you've really lost is Lloyd's Beacon.
Preservation+GM regen+GM protection from magic. Your healer should never die and will always come back (does require some hit and run in the pit). Except maybe if you are dark and they dispel, but by that point you could've killed 5-6 and TPed out. Once again the added benefit of using a sorcerer is that you can leave anytime and come back. Not having GM town portal is almost as annoying as not having Lloyd's beacon, but it's a playstyle choice.
You can make a case for having an extra Dark caster, but more than one Light caster is overkill IMO.
Who said anything about overkill being bad
Paralyze (Behemoth, Queens of the Dead, and to a lesser extent Devils) and destroy undead (Liches and Vampires). As I said earlier, I often run KPCS for triple light skills, which absolutely destroys everything once you get light.
Edit: Also GM fire aura is very useful for those weapons gathered during the rest of the game and it creates instant unlimited income, turns clubs from 1g to 1501g (as I recall)!