Lets assume that people have read the earlier parts of this thread and they realize that no, it isn't dependent on implicit DM approval any more than any other playstyle. The biggest problems with the playstyle are largely the mechanics of having one player hog all the combat/RP time, so I'm looking for suggestions on efficient minionmancy.
One suggestion I've already gotten was to have other players roll for some of the skeletons (I'll be sticking mostly to archers).
I've seen 2 different instances with a player playing undead late in tier 2. Each time the judge was fairly liberal with their use and the party seemed fine with it.
I'd recommend just keeping to one target, roll all of the dice together and use the average damage value. It will move pretty quick.
Use a bag of holding to keep the extra gear; weapons, clothes, disguises, etc.
Just be reasonable and work with your judge. Like all things, some will work with you and some won't, just keep your cool and have other avenues incase.
They also make good speed bumps just holding a place with a readied action.
Also, if you think you'll have 2+ minions - have very different minis for instant recognition; nothing worse than having a judge having a difference of opinion on which guys took damage previous rounds because they all look alike.
Ultimately, like any aspect of this game; if you abuse it, you'll lose it. Just enjoy the taboo. The role playing ops are endless - skeleton servants dressed up in gaudy clothes, a skeletal arms-man who actually wears and carries the weapons inside him, your servants offer up free labor where ever you stay; mopping floors, digging ditches, cutting wood, etc., a skeletal fisherman that catches the fish inside his rib cage, I've seen the skeletal pirate crew. Also, make some collars with arcane runes and tell people they are magically controlled to ease their worries...you're not just another run of the mill necromancer. Tons of stuff...