Sure. There are some classes (and races) that I don't necessarily use in my campaigns for one reason or another.
May I ask - I can understand your principle regarding pacts with typically evil forces (e.g. infernal pacts), do you feel the same about the non evil sources of power for the class - fey and star, for instance?
Well, that's kinda the thing, I don't consider them valid power sources for, what I understand the archetype of the class to be.
Stories where fairies/fey creatures make deals with mortals are common enough. But
they undertake something for the mortal (a la Rumplestilskein) or give them some enchanted item from the fey world and expect a price. Other than certain iterations of Arthurian myth where Morgan/Morgaine/Morgana is either 1) part Fey herself or 2) communes with/taught her magic by fey, I can't really think of anything to support the idea that a fey lord is going to give you "arcane power" to do with as you wish.
As for a "star pact", I really have no understanding what that means/the fluff is for those. Like an "astrologer/oracle" type thing? Cool concept, but not a "warlock."
They just strike me as a "to even the scales, and keep the 'devil wicked demon mongering game of Satan' howlers at bay, we'll throw these options in so people can be/have 'Good [or at least non-evil] warlock' PCs" with no actual connection to the archetype.
Would it make a difference if the class were named in a D&D way which had no correlation to history (e.g. Battle Magician or some such)?
Well, I'm sure that might make it more palatable. But the whole idea, in the case of a "Battle Magician" or some such, of having to have/make "a pact" then becomes superfluous. Even making it a "Pactbound Wizard" or something like that sort of demands, to my mind, a "pact with [a] devil". That's the strongest archetype.
So, I'm kind of thinking, to answer your question, that 'No. Changing the name of the class, while maintaining "a caster who gets their magic through some kind of deal with greater 'unknown/out there' powers" background/fluff would still strike me as something in, or quickly/ever edging toward, the "evil" zone.
note - I'm not trying to change your mind, just interested on your wider view on the class.
Not at all. No worries. I suppose, the simplest answer is- I don't have a "wider view" of the class.
Warlocks make pacts to gain their magic. The creatures who are willing to make such "deals" are inherently after increasing their own power through those pacts...and the only creatures (powerful enough) that strike me as willing/wanting/even eager to do so are "evil" or at least "sinister" in some fashion. The warlock is in an ever-losing proposition. If you can find a way to "get out of it/save your soul" at the ultimate time, then fine...but you're not then going to be keeping your powers...and likely will have a very serious foe holding a grudge over you for the rest of your days.
It's like, on a similar note, Paladins. That's the archetype, the chivalrous shining knight. Sure, have your Blackguards or your Avengers or whatever you want to call non-LG Paladin-esque "Black Knight" classes with Paladin-esque and/or reversed-Paladin powers. But that doesn't make them Paladins and they shouldn't get every-/anything/the same powers a LG paladin gets.
I have serious objection to the ever-increasing perception that the game
must allow players to (and have RULES that say they can) "have my cake and eat it too"...for any class! That I want to play this class, get all of the powers and in-game fun stuff without any of the repercussions or restrictions.
I want to be a "holy warrior champion of X! But I shouldn't have to be LG!" or "I can follow my own code/act however I want and still get these bells and whistles." Fine, have it. But you're not a "paladin" nor get everything a paladin can do. That's not the archetype on which the class was created.
Again, just my take.
Cheers and happy Humpday, all.
--SD