This seems pretty pointless. Just adds pointless confusion and complexity without adding anything to the gameplay. Sort of like having evac transports in standard colony and multi games.
I think everything put into a game should have a clear and useful purpose in the game. Having some rare case, where it might do something, but not a whole lot, is not reason enough to add it to the game.
I think people realize that when they see the scout, and how little use it usually has in practice, and want to do something about it. But these suggestions just don't seem to actually add value to the scout. What might add a little more value, is if the game had something along the lines of fog of war. But even then, that still doesn't seem to be adequate justifaction for the scout.
Perhaps some consideration of the scout and the observer in Starcraft might help put things in perspective. The scout was fast, had long sight range, but was also actually armed. Pretty decent too for air-to-air. It also wasn't too bad defensively either. It was basically your standard military unit, that could also serve reasonably well as a scout. The observer however had cloaking ability. Letting you actually keep an eye on your enemy without them actually knowing it. It also served as a detector to counter the enemy's cloak. Plus, having fog of war made them actually useful as advanced lookouts for attacks. Basically the nature of the game actually gave them real value. You don't get that same value from the scouts in Outpost. Particularly since if you can make it into their base with a scout, you can probably have made it in there with a lynx and actually do some damage. Why bother check what they're researching when you can kill their lab and stop their research?
If you can't justify having the scout with it's unique abilities, then maybe consider merging those abilities with another unit. There are always ways to balance the units, but putting in useless units makes for a shoddy game.