So it seems that the main argument in favour of changing is increased readability, with the benefit being mostly for newer\less attentive players as the timing and behaviour of the unit will quickly distinguish whether it's a Hunter or a Mantis.
The main con seems to be taking away factional asymmetry, a lack of which is a pretty common talking point for SupCom. In my opinion the more asymmetry the better, so long as it's balanced.
I think this "behaviour reading" is a skill that is satisfying to learn, and removing the need for it would lower an early milestone for figuring out the game (as a pretty new player myself). While in general I dislike "ivory tower design" where things are difficult to learn just to reward players who learn the game, I think learning to read the game state zoomed out is an integral and distinctive part of the game, and learning to distinguish Hunters from Mantis is one of the first ways a player can utilise that skill.
Disregarding the "cybran disinformation design" discussion as I don't have any new points to raise (and as it's an aesthetic instead of a balance question), I think the main question is instead: is confusion whether it's Mantis or Hunters disproportionally powerful? I don't think so for the aforementioned "attentive players will know" and also because labs aren't that relevant beyond the early game. A mixed force of Mantis and Hunters is a bit of a silly hypothetical in my opinion, an equivalent mass force of pure tank will beat it anyway.