The biggest issue I have with 4E minions? The fact that, like a lot of new stuff in 4E, they're an arbitrary and artificial concept that does not reflect the "physics" of the game, such as they may be.
When you have a 20th level character that can drop a 20th level minion in one blow, but be unable to kill a normal 1st level monster with one hit (because those have something like 30hp, and characters don't seem to do that much damage these days, except with special abilities), something is terribly wrong.
The advice in the recent minion excerpt says that you can always just re-classify normal low level opponents and make them into higher level minions (so the ogre brute that was a challenge at level 5 is just an ogre minion at level 15) but I find that terribly jarring - suddenly, this beast of a monster that would still take me several rounds to kill because it had a heap of HP goes down in one hit... but at the same time, its AC, defenses and the ability to hit more accurately go way UP?
Which actually underlines one of the biggest issues with 4E, the way they "fixed" the math - which is an accurate description if you use it in the same sense as the people who fix things in place with cement or dead things in formaldehyde.
If the makers of Pathfinder want to have rules for this sort of thing, modifying the DMG II mob rules is a much better idea. Emphasis on modifying, though, because the current rules are awful - when a mob of human commoners can out-grapple a decently sized dragon and is more dangerous to the PCs than 40 or 50 armed and armored low-level soldiers, a revision is necessary.