It probably has to do with the official wiki being for the live version of the game, not beta. They're not really being 'hidden' as far as the wiki is concerned, but as it's maintained by Inno staff (I think?) it's probably a rule that only available content on the live servers is published there.
But hey, I've got some stats to work with now thanks to 1CCX so with that, let the partially-formed speculation commence!
Scimitar: Perhaps the most interesting of the three new units, as it's the only one with bonuses in stark contrast to its counterpart. However, this means that it effectively has no bonuses as well - it's weaker against heavy and fast units statistically, while the artillery and ranged units it's boosted against are also boosted against light units. Can we expect a wholesale shakeup of unit bonuses in OF now that there are 10 available units or what was the reasoning behind this? As is I'm not sure how effective it's going to be. Both artillery units in OF will be able to attack it before it can reach them, and ranged units will be able to do so as well (depending on when it has its turn; see above about unit speed).
Medusa: For a unit that simply can't move at all on its turn, it could use a much better design than its current form. First of all, it's statistically just a copy of the Turturret with the removal of movement and 'infinite' range. This is probably why it has a terrain bonus, which does not belong on an immobile unit for what I hope are fairly obvious reasons. Remove the terrain bonus and give it a boost in base stats to compensate - because it's very vulnerable to attacks thanks to Rapid Deployment, this should be concentrated in defense. I'll leave the actual numbers up to the devs, but remember that base stats scale with military bonus so even a little can add up to a lot here. Secondly, I'm not sure blast really makes sense. Why was the Medusa given this ability? It always moves first, so the only unit that is impacted by this ability is Hover Tanks. If this unit was introduced as a subtle way of addressing players finding significant success with HTs in their OF battles, I don't think Blast is good enough. Would it be possible to create a new ability for this unit, in that it simply destroys stealthed units in a single blow? Normal attack rules apply against anything without stealth, but if it attacks a stealthed unit it's simply gone. To this end, I would propose changing the light unit bonus to a fast unit bonus as well. A Medusa is unlikely to live long enough to attack a stealthed Eel, but cementing its role as an anti-stealth unit means it should include a bonus against the units capable of hiding.
Glider: This one's even more a carbon copy of its counterpart (Eels) than the Medusa is! At least OF finally has a flying unit though, which makes this by far the most mobile of them all (it can even cross water!). I can't really think of much else to say here; this unit seems 'good enough'.
All units: I'm wondering what the actual speed for them is.
@Zarok Dai would you be able to pass along or possibly nudge the devs to implement a unit's speed stat into the game so that it's visible to players, or is it intended that this value is hidden? On the surface it's very odd to see units taking their turns in battle according to their movement stat up until Arctic Future, when suddenly some units start moving 'out of sequence' because this hidden variable begins to come into play (this of course also applies to rogues well before this point). Additionally, based on the Scimitar's current design/bonuses, perhaps an interesting idea would be to have two 'sets' of OF units - the Manta, Sub, Eel, Crab, and Turturret; and the Scimitar, Nautilus, Glider, Octopod, and Medusa. The distinction between 'sets' could be the unit bonuses, wherein they're completely opposite from each other. For example, the Manta is boosted against heavy and fast units, while the Scimitar is boosted against artillery and range units. This would continue down the line, such that each OF unit is strong against two units of that type, while being neutral (not actually weak since it would still have its defensive bonuses) against two units of that type. I think this might actually introduce a fair bit of complexity and strategy to battles by allowing two units of the same type to shine in different situations. Anyway, this post is long enough by now and the devs are probably never going to see it but I hope at least one of them does and that that it at least gives them something to think about.