I think the current spawning rules utilize a fair amount of abstraction. The benefits being unmodified victory conditions and simplicity. The disadvantages people are getting hung up on though seem to be:
1) it doesn't scale
2) it's regeneration
I forget who's system it was back in the 8.1 list split (either Chroma's or Hena's), but each synapse creatures had a synapse value. These values were added together for the swarm and were the spawn points a formation had. So if Warriors were Synapse 1 and a swarm had three of them then it had 3 Spawn Points. The problem people had with it was that it was too set and not random enough.
If you wanted spawning to grow relative to a formation you could bring something like that system back. To randomize it you could make the rule yield something like this, halving the points rolled when within 30cm:
Code:
Synapse Spawn Points
1 1
2 d2
3 d3
4 d3+1
5 d3+d2
6 2d3
7 2d3+1
8 2d3+d2
9 3d3
All that is fairly wordy/complicated though in the face of what we have. Frankly, I'd rather stick to something simple than have people start relying on another chart of something.
On the resurrection thing, the only way you're going to get away from that fairly is a mechanic similar to a daemon pool. Allowing formations to grow without limit would be too open to abuse I think. But like I said above, the spawning rules utilize a lot of abstraction. I'd bet that any daemon pool-esque solution wouldn't yield drastically different results in what was spawned back, it would just merely allow a swarm to grow beyond its original size.
Again, I'd rather stick with something simple even if it doesn't fit the fluff we're modeling 100%.