Very interesting discussion! It seems to me, that especially concerning ghosts, the opinions are very varied.
Personally the way I figure it is that with a zombie you are using a dead body. That dead body is a link to the person who used to be inhabiting it.
Additionally Quantus is right about necromantic energy being different from normal magic.
I think for me this is the main argument against creating zombies. The body must be a really strong link to the soul of the former owner of the body. So by giving the body false life, you are disturbing the dead. And there is the lawbreaking. Since animals have no souls (?) it might be not good manners to raise them, but you donīt play around with some souls.
The matter on ghosts is a lot more complicated. If it has no soul it seems to be no problem to force them to do something with magic. Of course, to state it again, itīs morally really problematic to do so, but form the point of view of the white council it shouldnīt be such a big deal. (When Harry enthralls a fae Morgan is not happy but canīt do anything about it: @Lanodantheon: I am reading the books in the moment but my gaming group donīt know them :-) In the moment I am reading White Night so Dead Beat is done :-)) But still I have the feeling that raising animal zombies and forcing ghosts into fighting frenzies SHOULD leave a small stain on the wizards soul. Not quite enough for a lawbreaking but still.
I have thought about it and have come up with some kind of houserule. Maybe you people are interested in it.
Example 1: Wizard A is creating a big ugly zombie to beat up an enemy of him. He now gets his lawbreaking stunt and thats it, because there is no leeway.
Example 2: Wizard B is forcing a ghost to beat up an enemy of him. Since the ghost has no soul itīs not really a lawbreaking, but you also enthrall it and perhaps a part of the spell is using a tiny bit of death magic. As a GM I would state that he is about to walk a darker path and therefore his soul maybe stained a little bit. To simulate this in game terms: The GM rolls an attack with a desired strength. Lets say the GM thinks this is a minor staining and he sets a strength of 4. He rolls a 2 and therefore the attack has got as power of 6. The wizard may use his conviction (because he might believe it was necessary to send the ghost and for the greater good and so on) and his roll results in a 4. Therefore he got two shifts form the attack. This shifts are used to open up the stress track necromancy (or vice versa for another not quite lawbreaking). Perhaps it could be of the same length as the mental stress track, but it wonīt clear as fast. Maybe you may roll conviction against stress +2 or something to remove one point of stress every minor milestone. When the stress track is full you get your lawbreaking stunt.
This seems to be a bit complicated, I know. But I donīt like to see things only black and white. Perhaps the white council does this a lot. But for roleplaying reasons it might be more interesting to see someone fight with his own conscience, after he has done something very questionable.