Quick overview of the book: you are trying things necromancers don't normally do. Doesn't mean you can't, but the book may need more specialization to compensate.
Nitty Gritty:
Attack spells
Acid balls are a good idea. Zombies don't have piercing, so it makes plenty of sense. Devil's trident is fairly expensive spell point wise to put in the book and not have a way to recast it. Whether or not it is of any use in a fight depends almost entirely on the cripple roll.
Conjurations
Plenty of staples here, so I won't go into depth on them. Keep a close eye on how much you use the altar and the ziggurat. Especially pay close attention to what happens when you do use the altar. Killing a creature to give a portion of its strength to another is tactically sound in the short term, but inefficient in the long term.
Creature
This section is a little light on creatures for a swarm build, but seems to be well compensated in the curse section.
Shaggoth-zora falls into the same category as the altar. You will probably only need the one, and if you grow him as a strategy, he will likely be made unimportant through dodges, teleports, etc.
Based on the rest of the book, I'd actually say you have too many zombies if you run an aggressive necromancer. But based on the typical Necromancer build, you have too few. If you go aggressive, that is cursing, casting attacks, swinging sectarus, then you need a group of Brutes, Unstable Zombies, and even some Ghouls to back you up.
If you go for a swarm strategy, you need to be as far away from the opponent as possible. Zombies cost less than other creatures because of the multiple drawbacks that come with them. Zombie frenzy is actually paying back that discount for additional utility. This means the more zombies you have out, the better return you get from a frenzy. If you want to cast a frenzy, though, that means you can't use sectarus, you can't hard cast and reveal most curses, and you won't have the mana to cast attack spells. Since Necros have some of the least health and durability in the game, this makes you a significant target.
Depending on how you play your book, you will likely need to commit to one strategy or the other. Or at least something similar.
Enchantments
Very curse heavy. Not a bad thing like I said before. You can likely do without the third chains of agony and the second rise again for sure. The rusts are probably going too far in terms of armor reduction. With the acid balls, this is 10 spell points dedicated to dealing with armor. You might choose to take out an acid ball, or maybe both rusts.
Equipment
Drop the cloak if you run aggro. It will be next to useless compared to even an elemental cloak in that situation. See how much you use the staff if you run aggro. It may not see much use unless you forgo using sectarus for your curses. You do need armor if you run aggro. I do suggest the demonhide since an occasional 2 critical makes for such a nice boost.
Incantations
Animate dead is probably a much better idea than rise again. If you take out both rise agains, you will probably still only need one animate dead. Drain life is ok in a pinch, but doesn't give you nearly as much use as drain soul. Warlocks probably don't care much about the difference between the two, but a necromancer can use poison mastery on the soul, but not the life. 4 zombie frenzies is a very good idea since you don't have a wand to put them on.
I see that you are experimenting a bit on the difference between a warlock and a necromancer. I think you can find a pretty good aggro build in all this if you keep at it, but you'll just have to be careful about dropping other typical necro spells to make it work. I'll be very interested to see how the book evolves over time and to see how much success it achieves.
As always, take this with a grain of salt.