I would say no. Skeleton Mages are a complete waste of time. Revives only if you are going to go mana heavy as without something to give you Teleport (Enigma for the skill, or Teleport charges on an item), they are basically left behind / waste each time you move on from where they were spawned. So Revives waste a LOT of mana you could be using more effectively with Corpse Explosion. Golems just don't do the damage, though some argue in favour of Iron Golems. I present below the base setup for a Summoner Necro and possible additions.
Primaries (0-40)
Always put your first 40 points into Skeletons (more important) and Skeleton Mastery (slightly less so, so progress it a bit slower and rather have more skeletons). It's FAR better to have 20 + 0 points in Skeleton Mastery and 20+4 points in Skeletons (for a total of 10 skellies) than the reverse... Skeleton Mastery doesn't matter as much to get over 20.
Don't waste points in Curses. Use wands, curse and switch back if you have your Skeleton bonuses on the other set of equipment. Alternatively, spend 1 point each in Amplify Damage, Decrepify and/or Iron Maiden.
Remember to get Mercs with offensive Auras in Act 2 (Nightmare, Hell, NOT normal).
Secondaries (40-100+)
Corpse Explosion + Clay Golem + Iron Maiden
Corpse Explosion is immensely powerful and requires 0 points in synergies, and had damage improved for 1.13d. A 6th-level skill with one prerequisite point (Teeth), it is, aside from Skeletons, the Necromancer's most scalable skill. Because it always does a percentage of the monsters' health in damage, it will do it's job admirably right through Hell difficulty. Get it's radius up to a good level and you will explode screens' worth of enemies... if you do only this, you can easily also afford Clay Golem for slowing enemies / bosses. Of course CE has no use against bosses so you will need to rely on Skeletons / Clay Golem there. Skeletons create the initial corpses and then mop up after the last explosion, as well as keeping you safe. Also remember that CE does part fire and part physical damage, so the only enemy you won't be able to touch with it are rare, Hell-difficulty bosses with Physical AND Fire immunity. You may put one point in Clay Golem, or you may want to max it. I find level 6 is where the Golem's slow benefits begin to drop off (44% slow at that level).
Iron Maiden / Decrepify / Amplify Damage completes the picture by working well in conjunction with your Skeletal troops; IM especially good for melee-heavy bosses. Again, invest 1 point or get a wand.
Golems
I agree with others that Golems will not max your survivability (again, from a hardcore perspective). Some swear on Iron Golems' Thorns as well as being made with special items to provide auras for Skeletons (fair enough) but the simple truth is that Skeletons can be used along with Iron Maiden and you will have plenty of points free to invest elsewhere instead of spending 40+ on making the Iron Golem worthwhile. Blood Golem does have the kill-by-proxy feature removed in 1.13d though, making it a little more usable.
Poison (Nova)
Along with 2 synergies maxed. Maxing synergies for Poison Nova is going to cost you a vast amount of points and not going to be as strong as Corpse Explosion in Hell, even for a pure Poison Nova build. Still, I suppose it would be nice to watch the poison doing its (rather inconsequential) damage alongside your Skeletons and Iron Maiden.
Bone Spear or Bone Spirit
Along with 2 synergies maxed. This is an option, but it won't scale well at all. For Bone Spear, you need to go all out with 100 points dedicated and it still won't do what Corpse Explosion can with fewer than 20 points.
Bone Wall + Bone Prison + Bone Armor
For the paranoid Hardcore player. The Walls and Prisons are tough, but not indestructible by Hell Difficulty, though you can spam them, and your Skeletons will be scattered between. The Bone Armor will help somewhat against arrows and so on, offering up to 1000 points protection against physical damage with maxed synergies.
Remaining points after maxing secondaries
I'd either increase the radius of my primary curse, or improve summoning, most likely Summon Resist. If you really have nothing better to spend the points on, Skeleton Mages are an option for your last 20 points as they benefit anyway by your mastery and are cheap to cast; alternatively get Blood Golem as a synergy to improve your Clay Golem's life.