For sorceress I think you're not on the right track. Every element has a method of combining with one another, such as freezing orb is for cold and lightning or firewall, for fire. In this way, the trees require 40 points, freeing 40-60 points for other elements.
Particularly the sorceress and not just her, are severely restricted by the synergies of these numerous.
With D2 Classic you could combine numerous abilities. Meteor, Blizzard e.g. Chain Lightning + Thunderstorm + Nova + Fire or Frost skills.
You're currently caught in a trap that a lot of skills are not being utilized even once, due to the synergies are all there to render it unattainable or simply isn't logical anymore and doesn't function properly.
However, this huge synergy issue has a huge impact on every class. The problem was that you overdid it when you used synergies.
As of now, Nova, for example is not yet able to use an synergy. However, the points aren't enough to improve Nova by leveraging synergy.
So, you have many options to choose from for numerous classes. The system is bound to strict guidelines that have been established in the course of study.
It's not necessarily wrong because restrictions and specialization are both essential and are beneficial to RPGs. However, here it's overdosed , and it's because the original system didn't have a system an option for this.
It is possible to use such methods with skill systems, and it is a good idea consider a quality RPG. However, a skill tree should also be designed in a way that it can be easily transferred to the world of games by way of example, through the use of specificizations that can be selected and later paired with appropriate tales and tasks and even an opportunity to split the game. For instance, I can become an druid-like shapeshifter and quit the grove and become part of the pack in a werewolf canyon etc...
This will have positive impacts on the entire game.
In D2 you've simply linked synergies with other skills / classes too in a tight way.