mmmmmmmmm I've not played mandrakes so my opinion is nearly worthless but as I can't stop myself from seeing my own words in type you'll get my opinion anyway.
I've been trying to fit them into a list. As mentioned in above threads the most obvious uses for them is
1) an anti scout unit - as they infiltrate before scout movement you can place them to prevent scouts getting into key positions e.g. sm scouts in a landspeeder storm getting close enough to a webway carrier for a turn 1 assault. This is helped by the fact you
2) the second way is as a webway bodyguard. With 3+ cover save a number of dudes would be hard to kill - I think there are better units for this (e.g. grots, wracks and harlequins but that's my bias)
a few more are
3) I've been toying with the idea of using them as a pinning battery in conjunction with tormentor grenade launchers. This of course requires a pain point.
4) Strictly as an normal infantry unit a la Stelek. You set them up in your deployment zone with a haemonculus and they steal a ride from someone and ride in to battle screaming and yelping like normal folk.
5) flanking threat via outflank - I don't think this would effect an experienced opponent that much as if you are going second, there is a 50% chance your opponent will get 3 turns without them appearing and the mandrakes won't effect the opponent until his turn 4.
6) tank hunting - this is one I am considering. Either by deep deployment opportunity or by outflanking them they can get pot shots at rear armour or units being protected by armoured walls. 6 of them will get 12 shots on average 8 hits on average one 6 which will stun armour 10 - predators, tau! The trick is getting them a pain token but with our mobility it really shouldn't be a problem if thought through somewhat in advance.
7) objective challengers - they get plonked on an objective nice and early via infiltrate and force the opponent to have to move them.
harrassment unit - they knock about threatening to do something - they don't pose a deadly threat but they do pose a threat. They are also reasonably difficult to kill. Therefore they are a pest and an annoyance to an opponent. He'd prefer if they weren't there. Makes it a difficult choice to kill them or not.
9) flank protection/ bubble wrap - you place these guys where your reavers / wrack raider or whatever is going to turbo boost/move flat out too. Then turn one they are not sitting ducks to assault as your mandrakes can provide a living shield.
10) the archon configuration doesn’t need a haemonculus. I am going to run the archon with a small wrack unit and hop him out with pain token to join them.
Just some thoughts