When one of my usual teammates told me about this mod, I declined the whole idea as a crutch.
After pumping some more time into random games on auric, without the usual, strong squad, and getting a lot of games ended prematurely due to silent trappers and bursters, I decided that my life is too short to deal with that BS and gave it a try.
After one game, I was absolutely stunned, about the amount of dangerous enemies that do not play sound cues, or whose sound cues get drowned in the multitude of sounds caused by the usual amount of enemies on Auric.
For the first run, I turned every cue off in the mod, except for dogs, bursters and trappers. Dogs are not the issue, since their sound cue plays for a long time as they approach, but bursters and trappers, oh my. I would miss around 4-6 of those in one hi-int mission. One mission! It is enough to miss one of those to waste another 40 min of your lifetime. To be clear, the audio cue played 90% of time, but was barely audible, and I registered it only due to visual indicator.
So as long as the sound director / engine is overwhelmed by the game, I see it as a hotfix, not a crutch. The bug is acknowledged and the fix is somewhere in the pipeline, at least according to the forum. Here is the link to related issue. The sound engine is overwhelmed with the amount of specials spawning on auric.
Once the issue is fixed, I will be more than happy to throw it out of the window. But for now, spidey sense stays.
EDIT: I do not wish to bloat this topic further, so no further post from my side, but the point made by Sioux or Jasper below, with the accessibility the mod provides for hearing impaired people is excellent. Thumbs up for that. I wasn’t considering that aspect while I was writing this post.