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In the early game, Snake doesn't have abilities like the sprint punch, double plant gathering, faster crawling and sprinting, but some soldiers can appear with abilities that match these. Since these abilities also come from Snakes prosthetic, soldiers cannot combine all of them, while Snake can (eventually) so they pretty much only have a use early game where they possess skills Motherbases RD team can't develop yet.
They also get special head gear that can protect them from melee damage and sniper damage, but Snake gets damage reduction through upgrades to his prosthetic also. Snake also gets access to the sonar pulse function, which is useful in many situations.
An S++ soldier fights no different to Snake in combat, they don't have more life, more movement speed or more accuracy, unlike in Peace Walker.
They're pretty much only useful for infiltrating FOBs. Don't get too attached to them, even the special one you recieve for beating Chapter 1. Combat Deployment will kill them off eventually.
Instead of 15 plant resources, you get 25. Pays for itself.
Other than that character skill, it's really preference if you ignore the hand attachments.
*edit*
IG other skills can do stuff for you while you play but I prefer botanist. One of the medals for the combat units is only achievable if you play a main op as them, and is frankly the easiest one to get.
Boaster - Disguises abilities and ratings when analysed.
Botanist - Medicinal plant harvest is multiplied by 2.5.
Climber - Movement speed increased by 20% when crawling, hanging and climbing.
Fortunate - 50% less likely to suffer serious injury.
Gunman - Reflex Mode duration increased by 1%.
Quick Draw - Can draw weapon 50% faster.
Quick Reload - Can reload weapon 50% faster.
Rescuer - Fulton recovery success rate increased by 20%
Savage - Can unleash a devastating punch by using CQC while sprinting
Tough Guy - Health increased by 20%
Vanguard Sharpshooter - Can pick out targets from long range and carry out scouting missions. Originally exclusive to Quiet.