The goal of every character is to use a selection of spells and to chose the best combination.
I really don't like current Necromancy tree, which is mostly benefit to front-line tank (not even that good as others), and it doesn't have much to stand on it's own.
You know... it sounds more like you don't like Necromancy because it isn't a backline spell-type... Then actually disliking Necromancy on its own merits.
"Not even as good as others"
You say... When both Chains and Touch of Decay are immensely useful. Mosquito Swarm does decent damage.
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I am reminded of Lightning Runner and many of the touch spells in DOS1... Where as a mage you would never touch them because they are far too risky.
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At least witchcraft had summons.
Ahh here is the meat. I now see the argument
"Necromancy doesn't deal a lot of damage, thus it isn't as good as the other skills"
I disagree that a skill NEEDS to be damage all the time in order to be good.
Witchcraft proves this well. What are its best skills? Malediction, Mass Weakness, Charm, Elemental immunity, destroy summon, and Curse. It does indeed also have the strongest summon in terms of raw damage, but even if you never touched it you wouldn't lose out.
Yet where would I put Witchcraft in terms of the skill hierarchy if I took out summons? It would still be one of the best skill trees in the game and almost essential.