I don’t know if you guys have played Xeno recently but permanent damage was one of the few mechanics we relied on to wear down marines and establish a frontline. Now a days marines literally die and come back like zombies with no consequences which makes them appear like an endless horde. Furthermore more the time it takes for a marine to heal from death is significantly less than what it once was which is another characteristic of a horde type faction. These changes have resulted in the Xenomorphs being on constant defensive with no real way to slow down the marines aside from killing all the medics and special weapons marines. Capturing a marine is an alternative to killing, but it is extremely difficult to pull off in the frontline without assistance from the queen. Multiple players can work together (this never happens) and try to capture marines through the rotation of skills among different players, but doing so is ineffective in the frontline because of the marines’ numerical advantage and DPS.
This is obviously an issue because such a change makes one side more resilient than the other especially when one side already has a significant numerical advantage. From a design point of view I can understand the need to remove permeant damage to appeal to a Team Death Match style of game, however for several years CM has been a slow paced role playing game thus making such changes contradicts the core elements the game was built on.
If you believe these changes are justified, I highly encourage you to play xenomorphs for a week and experience the disparity in power between the two sides.