So, in the last few days, I played around in sorcar because I heard good things about it from other sources, and I wanted to try it out. For one, sorcar is not a procedural generation tool, it is an editing tool. With sorcar, your node tree ends up in a somewhat linear fashion, which is not a bad thing, but it makes it more limited. All of your normal editing tools are there, and you use them in the way you would usually edit a mesh: making selections, extruding, insetting, transforming, etc etc. To me, it looks more like editing with unlimited undo steps, which I really like, but it’s not going to replace geometry nodes. Geometry nodes is attribute based, as opposed to selection based like sorcar, and it is very useful for actual generation, or close at the moment. So in my opinion, comparing geometry nodes and sorcar is like comparing apples and oranges. They are completely different and they are used for completely different things. I agree that it is fairly limited at the moment, but everything takes time to evolve, and geometry nodes just started.
Earlier, @Ace_Dragon and I were talking about exposing and hiding node values, only showing the most basic values by default, until you click the expose icon in the properties window. Sorcar has that exact feature, and it works really well. I think that is a pretty good example.