It was an easy enough problem to fix (see map below). I made the hidden Corpse I use classified as
Suicidal and made every other ability that targets corpses have the
Non-Suicidal option in it's
Targets Allowed field. Now the Necromancers will never attempt to cast Raise Dead on that specific Corpse. These types of abilities are found in the Human/Undead/Special categories, there's about 10 of them (Resurrection, Cannibalize, Animate Dead, etc). I think I covered all of them in my demo map. I also realized that I had used the wrong Event Response in my
AS Summon Units trigger and fixed that.
Anyway, I'm not saying that you have to use this system but I figured I'd leave it in a working state. I also wanted to show how you can expand the concept and fix any issues as they arise.
Regarding the Wait solution you're currently using, I suggest the following:
1) Use Array variables which store data like Unit-Types and For Loops. If you're using a long chain of If Then Else statements then you're doing things the hard way. This is especially important if you plan on adding many more summons (this applies to my system as well). Scalable solutions will help you avoid headaches in the future. To take it a step further, use Hashtables as your database to get maximum efficiency.
2) Use Timers which run on Repeat. Each building can have it's own Timer or you can use one central Timer + a Unit Group variable +
Unit Indexing to track the amount of elapsed time per unit. The central Timer is probably the easier of the two solutions but won't be perfectly precise (you can get it pretty close though).
3) Don't use Waits. Waits are asking for trouble and your current trigger may be exploitable. They're imprecise and need to be synced in online multiplayer (A Wait of 2.00 seconds is probably more like ~2.10 seconds on average). You need to use something that acts like a stopwatch where it resets whenever you try to start it again - rather than a Wait which can never be interrupted once started. In other words, use the Timer solution from #2.