Generally speaking, the parachutist offer little other by a nice gimmick and saving some time in entering the field.
That is so wrong - you are missing/misreading/ignoring many points that both Katitof and Hannibal are listing. Let's rephrase that for you and let me add a few points from my extensive experience of facing usf paras as OST 2on2:
a) Paras telegraph to the enemy that Paras are going to land (plane on the minimap, and it's easy to figure out possible location due to plane path)
b) they take ages to spawn, and ages to land and ages to be ready to engage the enemy.
b2) because they need ages to ready up, they are not of any use for a long time (no capping, no flanking, no usefulness at all).
c) they need a large space to land safely. There are not that many in 2on2 maps. Players waste time deciding where to use the ability, not microing other parts of the game.
d) even if they land safely, and without alerting the enemy, they need ammo and most importantly crucial time for them to upgrade to a good weapon.
d2) by the time they are ready to do something, they're superseded by better units.
e) they will most likely have to retreat through the front lines, and most likely lose more models.
f) more!
That gimmick that you are trying to tell us is advantageous is actually a massive disadvantage. Honestly, I love facing paras usf, the whole commander is useless and badly designed but pathfinders for early recon. USF paras are just a waste of manpower, ammo, and time if landing behind enemy lines. It shows you have little clues about actual play. Falls commander is better in every way.