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Just treat them like a temporary mercenary for early runs.
Their negative non-shard quirks can be removed, so if you happen upon one with solid 4x positive quirks, you should snag them anyway as a backup option and remove their negatives if you want to maximize them.
The cost is, of course, using them reduces your shard income and they never really progress beyond their given potential, as you said yourself. They're handy to use for the early stage of shard-gen/trinket farm before you tailor-make your legit roster for that purpose, which is very costly if you're not already at end-game.
I have yet to lose anyone in endless that isn't a shard merc - I know mercs return eventually but I wonder what happens if a standard hero is deafeated in endless. I assume they too come back later, but I haven't the heart to test for myself.
In a non-post-game situation, shard mercs make endless generate free money. Recruit them, run, and if they need stress housing, just dismiss them and hire another.
After you've secured the initial Miller-trinket, the statue gives anything from a paltry 350gold gem to a blue-trinket, which won't refund any serious supply-expenditure, let alone generate a profit, unless we're talking deep-dives -- though I say this as someone who only does occasional runs and has only seen the second boss. You tend to have 40'ish crystals by then, some of which goes towards said mercs.
Like maybe you could pay some money or crystals or something and it would spend a week to roll a perk on people you don't want to take out