Yeah, strong coordination might not be that great, but look at the example of the German U-boat wolf packs. They weren't able to do much coordination beyond reporting the position of the enemy prior to the attack and yet they became highly successful for a period.
Giving people a solid objective and then giving them the freedom to get there however they deem prudent could be very good and very confusing for the enemy. A problem, however is that you're over specializing. Infiltrators can do next to nothing against vehicles and are very easy to take down if you know where they are. Medics wouldn't be seriously useful behind enemy lines and sunderer respawn points are big and bulky. Galaxy hot drops might be ideal, but that would all but completely give away the initial position and makeup of the squad. Unless you had a half-way decent pilot who could do the drop behind nearby cover. Then, ideally you'd still want a couple more squad members to fly escort for the gal and spot/air support for the infiltrators.
If you want to fit all that into one squad. You've got 3 pilots, and 9 infiltrators. Dropping the infiltrators off in rough teams of 3 might be effective, but then you get back into the coordination aspect. Supporting each other is vital, but not getting in each others way and calling too much attention as a group is just as vital.
Still, even with all that organization, you're unlikely to have that squad actually take ground from the enemy. It's likely they'll be fairly effective at harassment and it's even possible they'll strike a killing blow, but to hold ground, more traditional squads and troops will have to move in.