I should mention some of my play test notes as well... aside from the minions having more health (ended up calling them servants, to distinguish from regular minions), I didn't change those much. Major changes I did do: Minion Leap Attack (forget what it is, was the level 1 daily I think) became an encounter ability (nobody thought that was overpowered), instant minion became a utility power, and enrage minions became a daily power. I ended up deciding on going with vile hex as my daily ability, but we had it do 5 points of damage when it hit, then ongoing damage as normal.
We used death to life as a minor action (like the cleric's ability) so I don't know how it would work as a standard action. All I know is, I'd be willing to give up a minor action to help a comrade, not so sure about using most of my turn just to get them back up...
Also, we made one of the at-wills deal psychic damage (weaken legs) and shadow bolt dealt necrotic damage, although as I mentioned in a previous post, it turns out that wasn't necessary as you already have them as untyped. I thought they were both necrotic, which was just a reading issue on my part.
I mentioned a good deal of that earlier, but I wanted it known that it was through playtesting, not just idle speculation ^.^ and I think there's a bit original thought in this one (I'd have to reread my past posts).
I hope you don't mind, but I have a copy of your necromancer guide and I'm tweaking it for the game I'm in as we go along, just notes and stuff... switching powers around like I mentioned, adding damage types (psychic, necrotic, and I think 1 or 2 poison), stuff like that. Aside from you using minions and me using servants, there's not much about your class that I want to change :3 it's realllllly well done! As I mentioned, my players loved it... one went back to California recently, and wants me to send a copy of my stuff to him and his DM (along with the bard someone else posted in this forum, which is another amazingly well done class imo).