Yes. Because not being able to tell the difference between regular Marine X and Tychus Finlay would never result in sending a hero out to die and losing you the mission. Never.All heroes are bigger than standard units for the purpose of being easier to see and select. Whether they look different is largely (that's a pun!) irrelevant.
The fundamental purpose of visuals in a game, the most basic reason they exist, is so that the player can distinguish between different things. The player can tell what is terrain, what is unit X and therefore what is not unit Y. The player can tell what is on his side and what is not. This extends even to board games; you never see people play Chess with a set where every side's pieces are indistinguishable from the other side.
If a unit is special, but somehow based on another unit, it is important to be able to differentiate that special unit from its base unit. SC1 was able to do this by abusing team-color: heros were "captured" from a neutral team at the beginning of the game, so they were able to have a different team color. This is functional for gameplay; it gets the point across to the player that this is a different guy.
However, it could be more functional. As others have pointed out, there are issues where they run out of team colors. That's a limitation that game designers don't really need.
A new model is also functionally better for recognition purposes. If I have 6 BCs and the Hyperion, it'll be much easier to differentiate them if the Hyperion is a different model. It'll have a slightly different silhouette and so forth.
The only reason not to use new models for hero units is if you don't want to spend the effort and money on new textures/models/animations.





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