Capturing and recruit aliens is not the same as recovering dead aliens and reanimating it. You are recruiting an alien you capture. Using the stats it originally has, at the time of capture. Not using the stats from a pre-made reanimated one.
The fun is, you try to capture the aliens in mission you want in your team. Research it and then, put it in your team. Mind controlling enemy alien only exist in the current mission you play, it does not carry over to the next mission, nor does it's stats grow from doing more missions. Also capturing aliens is a lot harder than killing one and then uses its dead body to reanimate it. Think of a prize you capture and using on your side. It is about the salvage.. you find the satisfaction in capturing and reusing the prize you capture against the enemy.
Also...where is the fun in capturing aliens, after all the research is done with them? I am trying to make the research mechanic more useful in the game, after the alien type is researched.
Plus if you want to go the manufacture/recovering and recruiting way. You have to create EVERY type of alien you want to reanimate or recruit in your ruleset coding. Turning captured aliens.. you use the current alien and its current stats you capture. I don't know how Merdian would code this. I don't believe you need to build a template for all and every alien you captured and wanting to recruit to be on your side.
As for breaking balancing, I did mention the alien is twice as easy to panic in a battlefield mission. So, you have to make sure its morale is always on top. If it panicked, you lose it for the rest of the mission.