On the contrary - the Communist secret society in Paranoia is no better nor worse than any other secret society. (In 2e, at least, there are no meaningful mechanical differences)
The key here lies in the fact that nobody in Alpha Complex actually knows what a Communist is, least of all the communists themselves. In fact, the only reason they even exist is because Friend Computer is always raving about 'communists' and they figured anything Friend Computer hates that badly must be good! In reality they haven't gotten further than drinking borscht and Che Guevara T-shirts.
They're the enemies of everyone else but only because they're not members of their respective secret societies. Everyone also hates each other for the same reason. Enemies are there to be backstabbed, 'allies' are there to be double-backstabbed. That's Paranoia for you, no matter the version.
More directly, while there are lines in the secret society write-ups about who likes who and who hates who, in practice this isn't a distinction you need to worry about - these allegiances are for the secret societies themselves, not the troubleshooters. What this should inform is what kind of secret society objective the troubleshooter gets assigned - in the case of the communists, lashing out at just about anything at random in the name of smashing the state.
Balance wise this makes the commie for your one shot a handy wild card for any gaps in your one-shot - the communists tell them to do it to advance some nebulous scheme to oppose Friend Computer, be it trying to turn two troubleshooters who have a few too many reasons to be friendly against each other, or smash something when the scene looks a little too stable, and so on. Outside of this there's not much you need to do with a commie character to keep them balanced - they're not otherwise worse off than any of the other secret societies, since all secret societies are treasonous anyway.