Much facile nonsense has been typed about ‘Trad’ and ‘Indie’ games but I’m going to assume that we all recognise that human behaviours are on a continuum and that any kind of labelling is only going to identify tendencies and clumps of behaviour.
All that taken as read
A ‘Trad’ GM acting as creator and curator of knowledge (and there are many such who have a wonderful time GMing and are fine human beings) is presumably going to enjoy using either official cults/organisations/grimoires or their own meticulously crafted ones.
I tend to the ‘Indie’ end.
I recognise that I’m too lazy for that legwork most of the time and that most of players are at least as imaginative as me (usually more so). So I’d favour this

Originally Posted by
TrippyHippy
1) Roll a D6.
2) Have the player write a description of the contents of his Grimoire in game world narrative. Then draw out the various key words and ascribe spells that fit the themes therein.
(but probably 1d8 spells due to my years playing SB and Elric! And the association 8 – chaos- sorcery)
And allow a sorcerer to choose their own spells in said grimoire and build in their own plothooks and gameworld details to be used later.
Do I worry that this is license to munchkin/mini-max/etc?
Not really, if that happens it either indicates (to me) that
a) the player is a bit of a d!ck and we are going to fall out over much more important things anyway
b) I’ve made my game to confrontional/compettive and that maximising behaviour is probably a sensible survival strategy
Do I worry that I’m missing a chance to weld the character to my game world?
Not really, if it is really important that the Sorcerer is sworn foe of Archmage Pohl Danjels then I can always add that anyway. Plus the vast majority of players I’ve sat at the table with will add interests and complications that I’d either
a) never have thought of
b) never have dared to impose
Of course it's in my personal bloody opinion. There does exist the slim chance though that I'm right.