As with a lot in the NEB, I don't think they're unusable, I think it's more a case of softening what wasn't too hard before. 2 points did seem like too cheap to get both Scout AND a Longbow, and 12 points or more WOULD have made them unusable.
I was irritated by the minimum 10 until I realised that, at least in early versions of my list, I fielded units of 7 anyway. This seemed like a nice figure where you could take some casualties and still be effective/not give up half VPs.
10 man units have a few things to recommend them. First, their shooting may actually suffice to do some damage to irritating things. Moreover, there are enough shots where you can count on them to get a wound against many things, whereas five was unreliable. This is not the best bit.
Second, three kills needed for a panic test, and six to get any VPs at all. Not to mention that to get the 100 VPs, they have to devote time and resources to catching and killing them all.
If we are prepared to spend 100 points on a 10 man Flagellant unit to sacrifice for tactical purposes, why not Huntsmen? Tactical use of the former can prevent a charge for a turn or so by holding enemies up. Tactical use of the latter may delay them to keep the guns firing and prevent them hitting you at all. Not to mention that they aren't frenzied, and hence can't be baited. On the other hand, they can bait frenzied troops. Release Fanatics. Etc. We can fight the other army's skirmishers and stop them getting amongst our artillery.
Failing all else, we can probably hide and deny victory points.
I am also thinking about an interesting little gambit, which goes like this. Hide Huntsmen in woods. Charge out into flank of expensive enemy unit. Get knocked about a bit, break, forcing unit to restrain pursuit, or follow you sideways, into woods, diverting from purpose and possibly risking enfilade fire. If they leave you, rally in woods, and come out to do it again. Could be an amusing nuisance for some enemies.
Finally, there is always the option of hanging back and using 360 fire arc and easy movement to guard against tunnelling teams etc. Sure Outriders are better at this, but I don't have the room in my army, sadly. What's more, they lack the flexibility I feel.
At least until plastic Flagellants come out and I can start playing about with multiple units as diversions, Huntsmen are going back in my list!