So... here's the deal.
The setup is 7-2-2 multiball.
The two scum teams are Vic/dimochka and Sabrar/BoomFrog. Team 1 has a vote based flavor. They only have a single one-shot NK, but have otherwise useful powers... dimochka is a bus driver, and the now-deceased Vicarin can block someone from voting for the day. They also win in any situation where it would otherwise be a draw. Losing Vicarin is a major blow to them, because with both members, they can win by force against some combinations of 3 townies. Without him, they need to get down to a 1-1 tie. This team was inspired by some musings I had in heury's Alien Warfare mafia, where I had thought there were two scum teams, one with a kill, and the other with a redirect (this turned out to be wrong, but I liked the idea).
The other team has the night kill, but nothing else going for them. Sabrar can only kill even nights, and is a reflexive doctor on odd nights; BoomFrog can only kill on odd nights and is a reflexive rolestopper on even nights. They have no other powers. I did give them a bunch of safeclaims because they don't have targetable powers (the other mafia didn't get any). Like team 1, they are severely weakened if either member dies because they lose half of their killing power.
Town is a mixed bag of powers ranging from useful to negative utility.
-wam is a roleblocker, with the flavor of being a religious fanatic. Anyone he targets gets roleblocked, but also joins the Church of Moo. Any investigation will reveal who the members of the church are. wam himself cops as church of moo rather than Town or scum. He's basically a fake cult, but is Town. wam can only target each player once. wam is, IMHO, at a high risk of mislynch as the game goes on.
-SuicideJunkie is a tracker miller. If he's targeted by the tracker, he'll be seen visiting the spot of the NK. He also gets lynched if the vote is tied... regardless of whether or not he's actually being voted for. If he targets an investigator, he'll get to see their results. This role isn't as bad as it seems, and I think SJ has been a little bit melodramatic about it, but that's probably inexperience. Tied votes basically never happen, especially since people think it will go to NL. The only tracker in the game is freezeblade, and there's no watcher. So he's probably okay mostly.
-bessie is an ornithologist. She can detect birds. Unfortunately, the only bird in the game is moody who is Town, so her power isn't all that useful. I had originally planned this role to be able to detect the mason pair, but ultimately decided against including the masons. So bessie is really basically just a Visitor. She does get results on anyone that has joined the church of moo, and will get the protective effects from Sabrar/BoomFrog.
-Peaceful Whale is the tooth fairy. This is kind of a neat role. PW gets a result on someone that says if they were redirected, blocked, took an action or not. With a couple roleblocks and a redirector in play, I think this will be pretty useful.
-jimbob has two one-shot day use abilities. He can prevent a player from being lynched, or can force the lynch to only be between two chosen players. I don't expect these to get a lot of play, but with a lot of scum in the game I think these could be beneficial. He does need to be a bit careful manipulating the vote to avoid accidentally lynching SJ though.
-freezeblade has Town's strongest power. He's a two shot quantum cop. If he targets someone who is taking an action, he gets a tracker result, otherwise he gets a cop result. Mostly this ends up with tracker results since the bulk of players take actions. But if he targets either Sabrar or BoomFrog, he's always going to get a good result.
-moody is sort of bulletproof. He's the only bird, and can hide in his nest twice in the game, protecting him from the NK. If he does get killed, however, the mafia lose daychat.
On balance, powers lean toward Town, but they need to play pretty accurately because there's a lot of scum out there. Based on my very simplified simulations, all teams should have decent winning chances.