I'm curious as to exactly what about them you find non-competitive, as I have found them to be among the most powerful factions. Free Units, Morrigan's Call, and Undying Curse are all monster bonuses. Not having to worry about food gives them different and often better options for prime city cites. They have a huge military advantage early due to not being restricted as to how many early units they can build, and mid to late game Sions with Undying Curse are probably the best units in the game. Yes growth is rough, but they should be played as conquerors, not builders, and once you get even 2 death shards, that disadvantage goes away. Once you get 4 death shards, growth becomes an advantage.
I'm not trying to invalidate your opinion, it's just that if we better understand what you perceive as their weaknesses it may help us think of ways to address them.
Here are some things about how I play them that might help compensate for their weaknesses:
-First city is a fortress, need to push out lots of units early.
-Build Skeletons to fill out your Sovereign's initial army, then start building units with Undying Curse and getting their stacks up to 6.
-Once you get 4 or 5 units with 6 stacks, try to find an opportunity to go to war. Captured outposts and cities go a long way to make up for lack of early growth, and you will have a military advantage against most opponents.
-Getting to cooperation is important as consulates will be essential if you don't start near a death shard.
-Sions with undying curse are incredibly good. I try to start building them as soon as I get my 200 fame champion. Leaving a low-level monster hut uncleared near your territory can help build their stacks once you train them.
-Custom faction with Undead/Gravetouched/Death Worship/any weakness (I like weakness to magic) makes Morrigan's Call insane.
P.S. I usually play ridiculous world / expert opponents