Being a 1E veteran, I've always endorsed the use of henchmen/hirelings. They are woefully overlooked in 3E.
They are great for watching the horses, protecting campsites, offering/eliciting exposition dialog, draining off some income, functioning as a failsafe for overlooked vital clues, sucking players into side adventures, etc. Best of all, they often elicit some great non-plot interaction between the DM and players.
And of course, they serve as red-shirts for revealing threats or showcasing the lethality of advesaries. They are especially great, because they allow you to pitch more (or more dangerous) enemies against the party.
I run them at two levels, peons and companions.
Peons are your basic servile red-shirt types, with little more than basic stats and a 3-4 word personality descriptor. When they quit, get fired, or are gobbled down by a purple worm, they receive some minor lip service then promptly forgotten. An occasional one rises to companion status.
Companions are full-fledged minor NPCs, with class levels, a paragraph-long personality, and usually a minor goal or a secret. They're often seen as junior party members and upon their demise get a funeral (if possible) and some coin sent off to their families (usually by the efforts of the paladin).