Example from Rebel Base near Hub. As you can see, barman is unconscious but alive and healthy while his guards have been abducted. But game has deleted him and his guards:

2. Game will also delete squad if all members of the squad are knocked off during combat. Game will delete it despite members of the squad been still alive (this will happen also during NPC on NPC combat):

It does not seem to happen to squads that does not have a separate leader (not sure about that).
3. When slavers, manhunters or slave mongers enslave NPCs knocked off during combat, those that knocked them off are still hostile to the slaves and when slave regains consciences, they will attack the slave. Slavers will then become hostile to the attacker.
Example: Shek gate guards fight and knock of hungry bandits in front of the gate. Slave mongers come, enslave and heal hungry bandits that are unconscious. Enslaved hungry bandit regains conscience. Shek guards are still hostile to him and will attack him. Slave mongers became hostile to Shek guards and attack because slave is now member of their squad.
4. Animal factions are flagged as "non real" which is supposed to cause actions against such faction not be considered "crime". However when such faction attack faction that is "OT_BANDIT" fundamental type, squad AI goal "Law enforcer" will still consider defending "OT_BANDIT" faction as offender, rather then the attacking animal.
Example: Bone dog from wolves faction attacks one of the squatters in Hub who are from HN outlaws faction. Bar guards in Hub will attack squatters. Of course bone dog will also attack guards. Result is that guards will kill dog and squatters.
My ques is that this is caused by the fact that "OT_BANDIT" factions are set to always be seen as "offending" side in any conflict by the "Law enforcer" goal.