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It's not that they don't help out especially early on, but as I am adding people to my group, they are increasingly cumbersome to just have.
They are mostly useful for extra grenades in later violent cases. Suppressors usually have either Frost or Smoke grenades and Strikers have smoke and in the case 39 V, they carry EMP 'nades to shut down robots. Too bad the new "shout of concentration" mastery kinda makes Frost grenades almost completely useless.
I hated them in early game as well, but now I've found them pretty good in "new game plus".
In middle-late phase, they would even carry emp grenades for you to shutdown enemy machnes.
Those dudes are really helpful if you position them correctly.
The defenders are a bit difficult to use since they seem a bit low on movement and never seem to work well with squad timing. But the moveable full cover is hugely useful. They can take fire from multiple lesser enemies before their turn and not die either.
They're there mostly for early story because nobody rightfully wants to join a one person Troublemaker Company in lore.
Oh yeah, they definitely make a ton of sense in the early game until you get three units (by that point those three can handle most maps, with just a few swarm specific maps needing the VHPD units to help), and I also agree that they make sense for certain missions. I just don't like that they're forced into every single map mission. But like I said, maybe that changes later on as you build up your squad. I was just dreading the idea of always having them to manage forever, especially since they can't be upgraded or customized.
Side note, it would be neat if you could customize VHPD units on the maps with a limited amount of masteries. Something that can develop as the game progresses, perhaps.