Bunch of good ideas, but it really depends on what you are looking for..
You can keep things pretty much 'normal' and still challenge the party by using advanced soldiers, layered defensive tactics, and the MOB template. The colony will have enough to overpower the party at some point so survival requires stealth and avoidance over the typical bash the door in.
- Your biggest single scare tactic is the hit/grapple/drag away. A large push of ants hits the party from the edge.. sure they can beat them off and kill a bunch, but if 2 or 3 get thier claws into a character.. they start hauling him away. Even without much tweaking of the core much. . The STR is a bit low, but with Aid Another grappling will get nastily possible.
More so if you hit the group while climbing. Remember, this is in the Ant's nest so the home turf advantage should be obvious.
Step it up one from this, add limited hive-mind ability. Basically same tactics as above but when an intruder is encountered a short distance 'there here' is telepathically shouted..meaning stealth is that much harder to acheive. I would suggest a short range so the party still can succeed at the stealthy thing.
Starship Troopers, even the movie..
, is a good reference for tactics and options. For nasty encounters have the ants tunnel into the midst of the party, splitting up the group and foiling most area attack options.
Definately give the Ants terrain advantage by having all the tunnels at least difficult terrain {that the ants ignore}, and throw in tunnels of various pitch and twistings..forcing combat during a climb {with all the denied dex and other fun stuff that includes...like only one hand for weapons
}
Always give the party a way to run away.. preferably set things up so the first encounter screams 'run away' so they can get into the habit early on.
Make sure that the Ranger has a chance to shine with his abilities that should out-stealth the Rogue in this enviroment. The Ants have Scent.. so being stealthy will be difficult.
If this is supposed to cover an entire session, then go all the way through the Queen's chamber and all that good stuff. If not, one or two major encounters and call it good. Something like the scene in LOTR with the goblins pouring out of the cracks and crevices would be a good end to their time in the ant hill
Actually.. it sounds like alot of fun