ngl it’s super clunky and I don’t care for it. However, it’s fair to point out you can p much reset the cooldown/charge count on Bone Spirit at will - it’s not really the thing you’re waiting on in this build.
There’s a few choke points to play here.
Initial Ramp-up Ten of your “minion buff” stacks (a not-inconsiderable proportion of your power) are reliant on available corpses. You can easily find yourself in situations where you can’t get started without being forced to carry specific skills (LotD) or runes (Flesh Golem/Gift of Death/etc). Also better hope you don’t die at a bad time as that’s effectively the end of your run if you were already struggling at full power.
Bone Spirit Wait Time You can reset Bone Spirit on command as long as you’re generating enough corpses without even taking a special skill, as Revive consumes corpses and the recharge cooldown on Bone Spirit is reduced by 1s for each corpse consumed. It’s still clunky, though. You’re forceibly resetting your power calculation and disrupting your only real defense (minion wall) every time you do this.
The biggest wait time is really the (optimally) five seconds of travel(Defiler)/distance (Zei’s). A lot can happen in five seconds and tbh the cooldowns and windows align poorly. See: Bonds of C’Lena. There isn’t much you can fit into that 10s window without making Land of the Dead mandatory and absolutely slamming a consumption skill (Revive or otherwise) to get out appreciably more than three casts.
No flex in play Even if they put the AotD damage bonus back on Bonds of C’Lena it doesn’t scale well at all compared to Bone Spirit in damage and would quickly become irrelevant at optimally one cast every…8 seconds? Maybe? Hanging your hopes on minions hitting stuff in D3 is a risky proposition even with necromancers even before you get into stun/root/pathing issues and just general minion behavior.
So all your damage is in one skill, fine. It’s common in D3 builds, but it’s a terrible skill with only one real option for runes because it’s otherwise a single-target ability and half that rune’s power is wasted since it freezes on impact by default anyway.
The rest of your bar is pretty much forced by the set as instead of buffing a range of skills, the buffs are contingent of having all those skills. You aren’t getting anywhere without Command Skeletons, Skeletal Mage, and Revive. You also obviously need AotD and Bone Spirit.
You have one skill slot which p much has to be LotD or golem but also has to be Devour because oh btw you’re also burning essence like crazy maintaining mages if you plan on doing any damage.
What you’re left with is a build that’s only significantly different from other necro builds in that it plays worse and has fewer options. This runs contrary to their stated goal with the redesign. It’s also a hot mess to play.