The GL Types are used where cocos is inter-operating with OpenGL and thus help ensure that they remain consistent to the OpenGL requirements on each platform. i.e. in your hypothetical case where the primitive type was different to the OpenGL type then it would be an error to use the primitive type instead.
Nothing will happen if you use primitive types instead of the GL variants, provided the size of the primitive is adequate, and the sign is preserved.
Using the GL variants makes the code somewhat easier to read, although these days with c++11 auto it probably doesn’t make much difference. For class and stack variables it makes sense to use the GL types, and just use auto for everything else, i.e. return types.