Criminal syndicate branch offices have generate an amount of credits equal to normal megacorp offices multiplied (1+crime-0.5) which means that unless crime is above 50% you actually earn less. If crime is low you also run the risk of the office being closed. It also has de side effect that you almost always want to build smuglers outpost first because of the +50 crime. On the other hand high crime is really bad for a colony so more enforcers in that situation are a must. At the moment the balance for crime syndicates seems very loopsided, it would be more interesting to be able to run criminal syndicate offices profitably at a lower crime rate.