OK, now that this has been released and is live, it is time for me to post this.
Every other prestige enhancement (except deepwood sniper) makes the prestige enhancement-taker the best at whatever they do:
Fighters)
Kensai: no better DCs or STR for a fighter, awesome synergy with FB
Defender: no better defensive PrE ingame (DoS comes close)
Paladins)
DoS: Second only to fighters' Defender class for S&B
KotC: Kills evil outsiders faster than pretty much anything else out there
HotD: Best healing amp PrE, great benefits against undead
Wizards)
Archmage: Great versatility (wizards' earmark), choose a type of spell and be great at it
Pale Master: Undisputed master of negative energy and necromancy spells.
Clerics)
Radiant Servant: Best healer out there with free AoE heals and cheaper healing metamagics.
Rogues)
Mechanic: Best with traps (although whether you NEED to be best is up for debate, they are the best nevertheless)
Assassin: Every swing has a chance to severely damage if not kill outright any non-rednamed or above enemy
Thief-acrobat: You stay on your feet and wield quarterstaffs like noone else.
Rangers)
Tempest: Masters of TWF, no other way to get 100% offhand procs
Arcane archer: Masters of the bow, undisputed
DWS: incomplete, needs buffed
Barbarian)
FB: Arguably the highest DPS ingame, especially when well-splashed or crossclassed.
This brings us to the classes that have had no PrE before this update, FvS and Sorc
FvS)
AoV: Best with light spells and alignment-based spells, ***GET STACKING DEBUFFS TO THEIR PRIMARY ELEMENTS***, get free DPS in their primary element (shoulder cannon)
Sorc)
Savant: This is where you dropped the ball Devs. This should have been to sorcs what Frenzied Berzerker is to Barb, or Kensai is to fighter. It should have raised our DPS to levels never-before seen in DDO. But in its current state, it is barely better DPS than a geared-out melee, and is not sustainable DPS anywhere NEAR a good melee. A complete mana dump in 1 minute is approx 60,000 damage according to calculations. This is not anywhere NEAR enough - approximately 1kdps, and then spent after 1 min. If a sorceror with the most spell points available ingame chooses to unload their entire spell bar on a single target, they should be doing 6-digit damage in total at the very least. I agree that the curses stacking up to 5 times was excessive. But you guys, in typical fashion, overreacted. You made the curses not stack at all. This is COMPLETELY unacceptable.
Since spell points are finite, make them count for what they do. In a Savant's case, this is damage - and at a steep cost too. Taking a 9 caster level hit to your opposing element is a steep cost; you should get a corresponding boost in power to offset this.
Let's look at the only other PrE with a cost nearly as steep: Pale Master and the complete loss of divine healing AND repair. They get this offset by having an entire new line of spells heal them - negative energy, while having extra bonuses to their primary stats AND direct bonuses to spell DCs at the same time. What do savants get? A non-stacking curse and a 6 caster-level bonus (no DC bonus) to their primary element. This is not enough to offset their costs. Devs, this should have been a sorc's chance to show the other class what damage is, and instead of a blaze of glory it is a pitiful reflection of a decent class that could have been. Please give us our stacking curses back, to a maximum of 3 curses.