TLDR (because you really don't have to): Take none of my actual math suggestions. The devastation of stompers makes any scaling relatively moot, as "fair" numbers are painfully high still. A collective health pool with no individual unit contribution scaling seems to be the most useful/useable. If this is a good idea at all.
On second/continued thought, assuming nominal 1000 biters/eq at 100% evo on nauvis, the spawning probabilities are roughly as follows:
Behemoth - 37.5%, Big - 50%, Medium - 12.5. Assuming a 50/50 split between biters and spitters, which is likely not the actual way raids are done, this would result in a cumulative health pool of nearly a million, at 995312.5 (wow that's a ton) and an average health per unit of 995, so we have our data. At 100% units of health 995, whatever equation is used should be almost 1k, and .......... yada yada, doesn't actually matter. After 3 hours of casual work because I couldn't let it rest, turns out no math is needed, and just allocating a pool with no health scaling is probably the best option. At 100% evo with a pool of that, linear says throw (at most, 100% stompers) up to 66 big stompers (and nothing else) while all my moderately useless math said was 73. Both of those numbers are catastrophic. Luckily those numbers are decreased a lot with the inclusion of "squishy" strafers and wrigglers, though I can't get the exact numbers from the wiki, I'd assume the average is around low 4k, high 3k, meaning 260 with linear, 300 with the silly exponential, most of them wrigglers and strafers. Again, devastating numbers, but survivable at the time 100% evo is achieved. So, disregard any math suggestions, basic is best it would seem. At most, a simple exponential of x^.99 with a cap for big stompers. Or maybe the curve itself changes with evo. Eh. Not worth your time to worry about unless it's actually useful.