Does anybody have a cool skinning of Dungeoneering?... I hate the name of that, I retain strong anti-dungeon attitudes
In my old 3.5e campaign, I renamed Knowledge(Dungeoneering) to
Knowledge(Dark Arts). It was all about Aberrations, Oozes, and the kind of icky stuff you find in the lair of insane Wizards. It was more about recognizing the taint of the Far Realms, since that was more of a campaign theme than "dungeon ecology".
At this point, I'm convinced that both the challenge of determining which enemies are minions and the value of knowing which enemies are minions are overstated. Do whatever you want; unless you have very strong opinions either way (and remember, they are your opinions) I doubt it will make much of a difference to your game.
IMHO the "tactical mystery" element is kinda fun...
once. So players get a free pass to recognize Minions if they've ever met this minion type before.
It's similar to how I handled AC (and SR) in earlier editions: once the PCs hit by 1 (or miss by 1) a critter's AC, they got to know that critter's exact AC. Since there's a 10% chance for any given attack to "reveal" the AC, it took on average 7 attacks to get that info, which was about 2-3 combat rounds, or fewer if the Ranger decided to unload on one target.
Similarly, for my minions in 4e, they get explicitly revealed if:
1/ You've tangled with these critters before, or
2/ One of them hit you ("you feel a lack of randomness in this critter's damage!"), or
3/ You hit one of them ("the foot-soldier crumples beneath your mighty blow!").
So, I expect 2-3 rounds of "tactical exploration" fun, followed by 3-4 rounds of "informed tactical combat" fun.
Cheers, -- N