Only If Sources Beyond the Player's Handbook Are Used
Omitted from the online sorcerer description is the following from the Player's Handbook:
[The sorcerer's] new spells can be common spells chosen from the sorcerer/wizard spell list (page 192), or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. (54)
Emphasis mine. Using a very hard reading of the rules as written, if the DM determines the sorcerer can gain "some understanding of [the spell cure light wounds [conj] (PH 215-6)] by study" from the scroll and the spell cure light wounds appears on the Sor/Wiz spell list in another source other than the PH, the sorcerer can add it to his spells known.
As the above is largely campaign-dependent, it needn't be a scroll. The DM determines what exactly the sorcerer can study to gain this understanding (e.g. ancient dragon scales possessing the secrets of weird magic, the corpses of magical minions, the drippings of sacred candles).
I am, however, unfamiliar with a published setting or source that adds cure spells specifically and directly to the Sor/Wiz spell list.
However, another source can totally be the DM's campaign notes. Thus, in a campaign that amends the Sor/Wiz spell list, the sorcerer could, upon understanding the spell via study, select that spell as a new spell when he reaches the next level if the spell's on the Sor/Wiz list at the appropriate level.
The DM should look askance at a player who claims his authorship of another source on a cocktail napkin amends his character's spell list, unless the source is accompanied by an appropriate bribe.
It is mostly fine
Aura of Vitality with the Extended spell metamagic is very potent, you could out-heal a Life Cleric.
I would change that one.
Aura spells
Sorcerers are not really capable to be in the front line without multiclassing, so they do not benefit much of combat related spells that need close proximity, like Shadow of Moil, Aura of Life or Circle of Power.
Repeated Damage
Call Lightning and Vampiric Touch are greatly improved by Quickened Spell.
Vampiric Touch needs close proximity, probably costing you more in HP than you gain, so it is not a problem. I think it is actually too weak without Quickened Spell.
Call Lightning is quite limited by the 100 feet ceiling requirement, so it is also fine.
Negative Energy Flood
Without Animate Dead, this does not have much abuse potential.
Destructive Wave
This spell does as much damage as a Fireball in a 5th level slot, but the damage type is inarguably better, and very party friendly. However, it is best used from the middle of the enemy group, not really suitable for Sorcerers.
Elemental Bane
One of the weakest spells in the game. Targets only one creature, requires concentration, allows a save, does not help with immunity, and the 2d6 extra damage is only applicable once per turn. All of this for a 4th level slot.
Draconic Sorcerers are much better off with the Elemental Adept feat, no amount of metamagic will make this spell good.
Multiclassing
I do not agree with NathanS' answer that everything that could be reached by multiclassing cannot be overpowered.
Multiclassing has its own cost, delayed features, MAD (Multiple Ability Dependency), delayed or reduced ASIs. With these additional spells you get the benefits, but none of the downsides.
So these spells could be overpowered (but are not).
Best Answer
The Eidetic Spellcaster ACF (Dragon vol. 357 pg. 89) replaces a Wizard’s familiar and Scribe Scroll with the ability to memorize and prepare spells without a spellbook. This works, as I recall, exactly like doing things with a spellbook, the spellbook is just in your head.
Otherwise it’s Spell Mastery, or things like the Archmage’s Spell-like Ability High Arcana.