Greetings!
After firing up the mod and encountering Ram and his awesome construction workers ( I personally like the one of the scaffolding the most) on Normal+ I feel I am able to give some of my impressions of this mod. My classic necromancer is currently level 39. I have killed one of those pesky monsters from Diablo 3 and Andariel but when I want to enter the Halls of the Dead, the game crashes. I followed the instructions on the first page. I hope I didn´t miss something in the 100+ pages which I only skimmed through a tiny bit. :o
It seems like the only pets in the necromancer tree that can tank is the revive main pet and the golem. The skeletons are ignored by the enemies which can lead to some funny Benny Hill themed encounters like the one time when Rakanishu wanted to get to me but my skeleton warriors and mages built a perfect jail around him. I understand the decision behind it ( too many tanks lead to less threats to the player) but maybe a change would be welcome. This lead to some deaths of my own in the early game, since I wasn´t aware of what monster dishes out pain in wheelbarrow loads.
You see the revive pet itself is not as tough as a skeleton warrior and when it dies, its little army dies as well. When you need its firepower the most, like in a boss fight, you can count on it dying. Another suggestion would be, since it is one of my favourite skills from Diablo II, to randomize the revived monster like with the skeleton skill of the Grim-Dawn-Necromancer with different weights on the kind of revive (Or at least give the basic revenant a charge skill. They do not do the follow up teleport as good as the revive itself). That would be awesome and would bring back some memories 
The attract curse could get its area of effect nerfed or get a cool down. I don´t see a reason to put more than one point into it, since the 10 seconds at the start plus its big radius makes sure I have half the monster pack or more charmed until the other half is dead.
The Act 2 mercs cost a fortune. 300k gold for the “biggest” one is quiet a sum when freshly enter act 2 and didn´t do any sneaky things with tools.
What I´d like to see is that the act 1 merc gains its inner sight skill. I always preferred her over a aura merc in the old LoD times.
The AI of the act 1 merc and the skeleton mages may need some glasses to spot that it is attacking a wall. It is not a big deal since you can command your minions, though.
The blood clan goat men in the tower cellar do wonky dances on the spot instead of attacking sometime.
On normal I missed the countess quest from the book. I am not sure if this affected the character. How many devotion points does one have after “completing” normal and encountering her a second time? My necromancer has 25 devotion points. The book mentioned on normal the countess but didn´t give a quest after killing her.
Sometimes in the tool tip of the skeleton warriors there is a charge and a cleave mentioned, bug or working as intended?
The clay golem has a heal skill which it uses on everything except itself.
Some chests in levels like the prison may need to be placed half an inch away of the walls. They do not become see through when you get close to them and therefore you do not see if there is anything, unless you rotate your camera.
I haven´t played around much with the spells of the classic necromancer. Maybe on another character. I started an assassin with traps. I really like how the charged bolts of this mod 
That is all what I can think of the top of my head. I have to say what I played so far is damn great. I really enjoyed (and will enjoy) this mod. The maps are well made and the feel is really diablo-esque 
Edit: Spelling, man I suck at English 