Well, "disowned" implies an express declaration. I'd say it's more accurate that they have just decided to surround him with a cone of silence. It protbably does come down to licensing issues. The thing is, from all indications, Namco owns the rights to the character. But he may have come in as a contractual condition to the agreement that got Spawn into SCII:XBE. If that's the case, MacFarlane (or rather his production company as it is listed as the one with the rights to the Necrid art used in SCII--but not Necrid himself, an important distinction) may have reserved an interest in any future appearance of Necrid that way. There's just no way to know, being outside those companies. Or Namco's lawyers may have just said, "You know what, it's too close a call, these details weren't really clearly hammered out--don't chance it." and Necrid just became classified in their minds as a guest and treated that way ever since; i.e. you get your fifteen minutes in your one game and then you make room for the next guy...especially if you are the not altogether beloved Necrid.IF you’re asking for Necrid, you’ll be asking for the general idea of him. For whatever reason he’s been disowned by project soul
Now, I personally think Necrid is really underrated. I'm not overly concerned with his John Carter of Mars aesthetic, and his moveset is actually kind of fun. But people have been misremembering some key details above when suggesting using him as the template for a "select your moveset" style of character--though, first off, that's actually a pretty imposing technical task to do right and not be buggy as hell, but we'll put that to the side for a moment. See, only a portion of Necrids moves were close analogs of other characters--rather, he mostly used the shape and profile of the weapons of other characters in his own unique ways, although often part of a sequence of animation and hitboxing were identical to a sequence of frames for another character's move. But he was a largely independently designed style, which I think probably is what naturally happens when you set out to make a mixed-mimic character: you suddenly find yourself putting a spin on everything (often literally in this case!) and you also find you have to adjust things for the sake of balance. He also has huge number of acrobatic moves that are his alone and not related to other characters.
Now as for a player design custom moveset editor, I mean shit, I'd be all for it if it was confined to offline or at least non-ranked, maybe even a subset of player matches. But it can't be overstated how buggy and broken the final product of these custom move combinations would be. There'd just be no way you could control for every frame advantage trap and infinite combo players could construct with full leverage of the archive of movesets. That's, again, putting aside the challenges of making the editor. But were they to do it, I would argue that Necrid, being (whatever else you can say about him) his own unique thing, he is not the ideal cosmetic figure to stick on top of that. I would suggest, first and foremost that maybe this role would be a good fit for a rebranded Olcadan. Who, in all the talk about classic era characters, seems to often go forgotten. And as he is essentially a redundancy on Edge Master as a gameplay matter, he makes most sense, and would not require the a crude insertion of one of the existing "my weapons appear out of nowhere" characters (Necrid, Algol, Azwell) into the role. But the thing is, probably mostly people would prefer to use this with their creations, to create something truly unique and fitting the look and design of that character. All things considered though, I don't think I would count on seeing such an experiment in Soul Calibur any time soon.