'Blaster' spellcasters have a specific niche
As early as level 8 (our current campaign's level) but increasingly so by level 14 (the level of a one-shot we played before the campaign), spellcasters' damage per action falls behind what martial characters are able to produce with (Greater, Major) Striking Runes, Weapon Specialization, and other options. The +1 to +3 item bonus to hit is substantial, but doesn't come close to comparing to martials' damage on Action because Spellcasters have very few options that do not cost at least 2 Actions.
However, they are far from useless. In fact, they are phenomenal in the right circumstance... unfortunately that circumstance is successful Area of Effect (AoE) spells. While they can't compete single target, they are easily able to out-damage their allies if they are able to land Fireballs and similar attacks on groups of enemies.
Anecdote 1
Next to each example I will include an approximation of their DPR (aDPR) that I determine using the super accurate formula I made up on the spot. It assumes moderately average die rolls. Essentially, any full modifier attack has its average damage included, half for -4/5 and one quarter for -8/10. I estimate criticals by adding in one quarter of their Strikes' DPR to represent critting every 2-3 rounds (this is slightly high but not unheard of) or half of the DPR for the level 14 Fighter to represent their higher ability to crit on attacks. I make no accounting for class's attack abilities I have not witnessed, so these numbers may be lower than optimized characters'.
Level 8 Two-Hand Fighter [aDPR 47]
- Strikes for 2d12+6 (average 19 damage)
- Fair chance to critically succeed for average 38 damage
- Maximum approx. 30 damage/60 crit.
- Can Power Attack for slightly more (other Fighters may take Exacting Strike to have better 2-3rd attacks)
- With Sudden Charge as an option, almost always able to perform 2 Strikes if not 3
Level 8 Thief Rogue [aDPR 47]
- Strikes for 2d6+6* damage and 2d6 sneak attack (average 21); not everything can be harmed by Sneak Attack
- Slight chance to critically succeed for average 42 damage
- Maximum approx. 40 damage/80 crit.
- Due to spending actions on positioning or attempting to force the flat-footed condition, more likely to only have 2 Strikes than the Fighter, but still frequently able to Strike 3 times
Level 8 Draconic Sorcerer [aDPR 32/25 per target limited use or 14 single/two targets]
- Cantrips deal (generally) 4d4+4 (5-20, average 14) for an average per-action damage of 7; energy damage
- Can target 2 foes or have a chance to critically succeed for average 28 damage and some persistent damage
- 4 times per day**, can spend a 4th level spell slot to do 8d6+4 (average 32 damage, 16 per Action) in an area***
- 4 times per day**, can spend a 3rd level spell slot to do 6d6+3 (average 24 damage, 12 per Action) in an area***
- Critical chance depends on enemies' Saves, which tend to be slightly higher than PC's by level
*This is my character and I don't actually have a Striking rune yet, but I should as soon as we are able to slow down for a day so I accounted for it in the example.
**Assuming they're not bothering to cast other spells.
***Attacking a single target does not increase damage (although it may impose other penalties)
At level 8, the blaster sorcerer is treading water with the melee attackers. They have bursts of usefulness where they compete but when they run out or are unwilling to spend spell slots, they fall far behind. However, they are able to shine in encounters where AoE is effective.
Anecdote 2
Level 14 Fearsome Brute Two-Weapon Fighter [aDPR 90]
- Attacking with Legendary proficiency, 3d8+9+(3*Frightened condition) (average 24 damage)
- Substantial chance to critically succeed for average 48+(6*Frightened condition)
- Maximum approx. 39 damage/78 crit.
- (Nearly) guaranteed 2 Strikes per round, usually 3 and frequently 4 or can use one action to Demoralize and 3 attacks
Level 14 Druid Multiclass Polymorph Monk [aDPR 81(91)]
- Wild Shapes into a Huge (animal, chose Snake) with unarmed Fang attack (Master Proficiency) for 4d4+10 damage and 1d6 poison damage (average 23 damage)
- Other animals do up to 4d8+10 damage (average 28) included in parenthesis
- Fair chance to critically succeed for average 46 (52) damage
- Maximum approx 32 damage/64 crit. (42 damage/84 crit.)
- Able to Strike 2-4 times reliably with Flurry of Blows and large reach/high speed
Level 14 Archer/Snare* Ranger [aDPR 59]
- Strikes for 3d8+4 (average 17 damage) plus 2d8 (average 9) damage once per round
- Fair chance to critically succeed for average 34 or 52 damage
- Maximum approx. 44 damage/88 crit.
- Can reliably strike 3-4 times with Hunted Shot and ranged attacks
Level 14 Primal Sorcerer [aDPR 54 per target limited, 77 single target or cantrips for 18-22 single]
- Acid Splash for 3d6+3 (average 18) average per-action damage of 9 with 3 splash; energy damage
- Produce Flame for 7d4+5 (average 22) average per-action 11; energy damage
- 4 times per day**, can spend a 7th level spell slot to do 14d6+5 (average 54 damage, 27 per Action) in an area
- Has 24 other spell slots to deal reduced damage by 2d6 per level
- Critical chance depends on enemies' Saves, which tend to be slightly higher than PC's by level
- An Arcane spellcaster could use spells like Disintegrate for 12-14d10 damage (average 66-77 damage single target)
*This was done before the APG was released, so the Snares were next to useless and a large power sink for this character
Summary
As you can see, even with their most powerful single target spell, damage spellcasters only compare to martials' low ball average damage. However, they are the absolute royalty of area damage. Given the opportunity to slam even 2-3 foes with their resource-limited abilities, they will have excellent rounds damage-wise. However, they simply can't compete with weapons' reliability and ability to attack multiple times.