Marauders are good at two things:
A) jumping inside of unguarded human base,
B) drawing a lot of attention from the enemy while spamming "Enemy is distracted, attack !" hotkey. Distractions is where marauder really shines. Jump like an idiot on the end of the corridor, and marines will soon be forced to go back to base and restock ammo. You can easily hold 3 not-too-good marines with one marauder. If they got so brave they're going outside their base, your overmind is probably already under attack or something. Preventing 3 other marines from either attacking overmind/buildings or defending base for little or no cost is good.
They're not terribly good at killing, but can kill. After checking marauder zap closely, it indeed deals 80 damage if you stay in range. Good for enemies easy to hit, ambushing from behind, or guaranteed hits against groups. (groups of buildings, too). 40 damage claw is nice, but not spectacular considering dretches have 48.
------------------
Think about human base defences as turrets, and alien base defences as traps.
Hives can be nice, but place them where enemy doesn't care to look. He should be distracted with something else. Hive has only 125 hp.
Acid tubes - it's rarely worth it to put more than two in the same place. They get really useful on stage2, when you can place them on walls. Force marines to come out of doorway to shoot them. Then eat them.
Even one acid tube is good between you and enemy, because it will slow a battlesuit for at least several seconds, empty his ammo and of course do damage. Humans have limited ammo and only one medikit, so gradually bleeding them works well.
-------------
Barricades....
USE HOVEL INSTEAD OF BARRICADES.
Hovel is free. It costs only your time.
Hovel is much more durable - 375 health (barricade 200)
Hovel regenerates very fast - 20 (barricade 14)
Hovel is much bigger than your eyes tell you.
Just don't place it anywhere near tyrants.