Don't change the subject.You could feel like a true necromancer because you had RELIABLE SUMMONS AT ANY POSSIBLE TIME,which were either skeletons or zombies.
Now you RAISE DEAD IF YOU FIND DEAD BODIES AND YOU CAN'T RAISE SKELETONS.
I used caps because you seem to miss all the important parts and focus on crap.
Also,about the five bandits thing.I don't play a pure necromancer or whatever,but playing on master you can't always lose time to aim the corpse from afar.It is far safer to summon an Atronach.
Once again,you are trying to make a debate on who makes the most "believable" arguments and lose the point in the process.
I already said necromancy is not a skill,it was never a skill,and you can never rely on 1 skill on TES games(as in 1 skill only).
But making necromancy lackluster compated to summoning Atronachs for instance and on top of that,making us unable to reanimate even skeletons?Really?Come on.
Okay: I will agree with you this far. I haven't played any sort of mage at all yet, much less a Necromancer, and so I can accept the idea that the way the rules work Necromancy is too cumbersome, particularly compared to Atromancy or other forms of magic. Given that you have a disadvantage compared to Atromancers - they can summon atronachs
ex nihilo, while you have to have a body to work with - I can see the argument that you shouldn't have to look so hard to find bodies to work with. Probably bodies should still disintegrate at the end of the spell, but perhaps only randomly, after the second such spell, or perhaps they should degrade in quality over time, with no way to fix them. Certainly you have a valid argument that you should be able to collect skeletons you find lying around and reanimate those. Bonemeal not so much perhaps; somebody else had a good point that Necromancy should require at least a semi-intact body to reanimate, or at least a relatively intact
skeleton. If even the skeleton has been reduced to powder, you don't have enough to work with for reanimation. I also don't think you should be able to simply call the undead out of the ground wherever you are; if you have to have a dead body to work with (as I think you should) well, there are lots of places where there simply
are no dead bodies to reanimate. Perhaps in order to compensate for the relative difficulty Necromancers face in this regard compared to Atromancers, Necromancers' summon/reanimate spells should have much longer effective times. I.e., where a summon fire atronach spell lasts for 60 seconds, perhaps an equivalent Necromantic summon spell could last for a good solid ten minutes. Perhaps magic costs could also be adjusted to reflect this. In short, they could make it so that Necromancy was fairly magic-efficient compared to Atromancy, but required the Necromancer to be more prepared
before combat by preparing a band of several skeletons, zombies and so forth to do his bidding. Also, for the Atromancer, it would be less magic-efficient but the Atromancer could get by with summoning his atronachs as needed - summoning them on the battlefield at a moment's notice for a higher magic cost, while the Necromancer had lower costs but had to expend magic over time, and prepare ahead of time.
But overall I think you have a solid case that they should have given people playing Necromancers more to work with. My beef primarily is with whoever (the OP, I think) said that a player should be able to play a Necromancer without bothering to do jack squat with other skills. As you agreed, there is no single skill in TES games that can be considered self-sufficient.