And here is proof that players have the misconception that Operative = ninja.
The Operatives "stealth" is based around disguising as enemies, not hiding in shadows - something the blue/red glows do not ruin. ANYONE can hide in shadow - which is why the glowing is a good tactic to counter it. Also, the glow dissipates and eventually disappears the closer enemies are.
In addition to this, Operatives do not have to use subterfuge and deception to be useful/victorious. This is one of the great things about Brink - players can play each class a number of different ways, using a number of different abilities and still be successful.
Perhaps it is you that have a misconception about how the game "should" be played, as you openly admit that players can play classes in a number of ways but think he's wrong for having a way he wants to play.
Glow is the same as the pop-up name that you get when you mouse over an enemy in other games. It shouldn't be there because it acts more as a lazy man's identifier than anything truly useful to those that are already paying attention. It's a crutch that gets used far too often. Prime example from my recent play experience is from Black Ops. When your own teammates mouse over you and your name doesn't popup (because you've upgraded ghost) they stand there and shoot at you because they've become accustomed to the crutch.
Yes, the game is going to have a faster pace, but certain classes would benefit from that more if there was no orange glow. Players moving at high speeds don't notice things like the Operative standing there waiting to interrogat, disguise, hack, or the sniper up on the ledge waiting to take a shot. Orange glow removes that element of play.
People talk about how "Running and gunning" takes skill and then get upset when crutches get taken away from them.
I don't need or want crutches, I want a game that doesn't define me or how I have to play, which is what Brink is trying to pitch itself as.