TL;DR: Yes, change it. Not only does it add a needless step to easily create something massive out of nothing, but it was a controversial event at the time that caused a lot of medbay to lose interest. However, the damage is already done, so ultimately reverting it needs an optimistic mind.
Firstly, I'd like for it to be known that I'm a traditionalist. If something isn't broke, fixing it is just going to see me screeching like an ADHD riddled howler monkey off of his medication and instead hopped up on a mixture of mountain dew, meth and WD-40. Yes, even if it actually is a better change.
However, I personally do not believe that this is one of those better changes. While yes, without a shadow of a doubt it's more realistic, I'd also argue that the patch did more harm than good by basically introducing HIV into the world of SS13. I still remember my first experience with it, doubletapping Bicard into a patient, the CMO at the time tapped me on the shoulder afterwards and said "You know you just infected them, right?" "What? No way! It was the same person!" Sure enough, they came back near dead from infections.
Now admittedly, I've heard that's been edited and at least that part is out of the way, which admittedly solves that issue. Frankly for the actual coding itself it was simply a moderate pitfall for new players, and honestly from a mechanical perspective I'd stop foaming at the mouth if you could reuse syringes on the same Ckey. The only time it was a serious issue was when players were alone in medbay and had to manage 3-4 patients in critical condition.
But the REAL reason I so hate this change isn't because of the mechanics itself. The event on how it was approved is one which, frankly, crushed mine and a lot of veteran Medbay players's willingness to continue the department. Of every department onstation, without a doubt for virgo Medbay is the hardest. There's no guaranteed break like after engis can finish the engine or the SEC officers can finish dealing with the crime, it's you're on duty and on the clock at all times. And frankly, it's hard. A job if you will. I remember spending 3-4 hours on shifts, sitting alone in medbay and thinking "How the hell am I lonely in a VIDEOGAME" and I know im not the only one thinking that. When the change was announced, it was sort of presented in a "Hey what do you think about this change?" idea with about 30% for and 70% against, even if you disagree with me on the numbers you can at least agree it was controversial with at least a small lead against. HOWEVER, after only a few minutes, it was announced it was going to be added, regardless of the opinions of those playing. Right as soon as the round ended. So, less than 50 minutes after the change was ANNOUNCED to rather angry medbay players over basically being told that this was happening with or without them. The hardest department hadn't wanted anything harder! It hadn't asked for this! Had the server not crashed so badly from the ensuing update that it had to be pulled back (and discussion did not pick back up on the topic between due to how toxic it had become) we would have seen an idea presented becoming reality in less than an hour. For a lot of medbay, it felt like this was going to happen even if 100% of the department had been against it, but frankly if I cover that any further in detail i'd simply be finger pointing.
Im not going head hunting here, however as nice as realism is, the admins still hold by the opinion "This is SS13 first and vore second". While I don't myself agree with that sentiment, I will hold them to it. As a game, the biggest thing is fun, and frankly while this captured more "immersion" by removing agency from the doctors at hand (noticing as how NO doctor does a /me post about uncapping a syringe and injecting anything anymore) all it's done is add another step mechanically for new players to deal with and removed one of the best ways for someone at a distance to spot a good roleplaying doctor. That, along with the mild state of disenchantment at the developers that formed from this makes me believe that removing this is the best course of action.
Now, being fair, the damage has already been done, and besides removing an obstacle for new players little would be healed on day one. Still, I'd rather heal the scars of past interactions than accept defeat for the department.