So having succumbed to peer pressure and actually purchased the game I have written glorified fanfiction about, additional thoughts on how the Anarclones might function:
Gameplay wise, they'd be an odd hybrid of the Automatons and Terminids. Automaton like in that most of their damage comes at range, Terminind like in that they rely heavily on lightly armored units. Yes, the Anarclone infantry might be divided into "light", "medium", and "heavy", but they're measuring this on the same scale as Helldiver armor, so really, it's like "Light", "Light with more health", and "Light with significantly more health and also they don't flinch until they're below 50%". Enemies that are armored in the sense that your starting Liberator AR can't damage them unless you shoot them in a weak point would take the form of "War Trukks" and "Killdozers", and these would be restricted to higher difficulties not unlike Terminid Chargers and Bile Titans.
Outpost equivalent? Zoom-Toobs! What was supposed to be a revolution in personal and public transportation, only for its inventor to be found harboring dangerous anti-patriotic sentiments, leading to the decommissioning of the system. It would seem that The Anarclones have found and reactivated the automatic tube-laying drills that formed the cornerstone of this technology and are taking advantage of the relative lack of below-ground infrastructure out in the colonies to lay out an entire series of tubes that can be used to reinforce areas in need. Limitations on the mechanisms needed to bring a passenger to a safe stop mean each ZT entrance/exit can only handle passengers every so often, hence the Anarclones placing multiple stations in close proximity to increase the throughput.
Mid-battle reinforcements, meanwhile, would be delivered by means of The Battle Bus: A heavily modified civilian mass-transit aircraft which the maniacal Anarclones fly over the battlefield (at fairly significant altitude, so as to avoid AA fire) in order to drop in paratroopers, of all things! With the exception of that one variety that uses jump-packs, all Anarclones delivered in this manner will be spread out over a fairly broad area compared to other reinforcement methods, but this will merely facilitate the encirclement and subsequent annihalation of their enemies. The good news is, they are just as vulnerable to bullets in the air as they are on the ground, but don't get cocky! If you can shoot them, they may or may not be able to shoot you, depending on what gun they have. Obviously, the "War Trukks" and "Killdozers" are too large to fit inside the cabin and will thus be crudely strapped to the underside and hoisted aloft shortly after the Battle Bus finishes loading up on infantry. If you have an Assault Rifle and ammo to spare, you might try shooting out the parachutes of these heavy units before they land. Taking out at least one will cause them to take fall damage, scaling with both how many they've lost and their altitude when it happens. If you're fast enough, you might be able to cripple or outright destroy these modified mechanical menaces before they can pose a threat! Just, watch out for any Anarclone infantry deciding to pump you full of lead while you're distracted.
(EDIT: I am now giggling like a loon at the thought of a parachuting Anarclone screaming "DYNAMIC ENTRY" shortly before plowing into a distracted Helldiver, both of them ragdolling in comedic fashion for several seconds after impact. With any luck, you will be as well.)