So I spent some time reviewing Super 6, which had a Charismatic Cultist. It was enlightening.
TL;DR I'd bet the game we don't have a Cult Team of
three that contains a Charismatic Cultist. Meph tried that in an eleven player game, and it was an scum blowout, and probably would have been even without them converting the
Monster Hunter. In his post game review, he made commentary about future ways to balance this out, mostly in how attempting to convert someone with a kill would either result in a kill or a loss of role power. He also talked clearly targeting certain people for roles given meta reads and likelihood of conversion. (He thought veterans Toony or Web with less impactful roles would be converted, not the raw recruit player with Monster Hunter... who asked for a replace D1 and turned into me.) I see Charismatic Cultist with one buddy as plausible in this game.
In addition, two dreamwalkers would be a fairly strong role counter for a converter; two players each getting two chances to see the conversion happen (recruit and recruiter). Since we're getting deep into meta reads, I wouldn't be surprised if he made sure a Starting Scum Team Lucky had someone to talk with. I'd be way more likely to believe Cult Lucky started as such with only a single buddy. And heck, Charismatic Cultist+Cult Priest sounds like an interesting team in a 13p game.
As for Town Lucky getting converted, you're looking at the tradeoff cost of getting one player of your choice, one likely in a meta-strong position, VERSUS a meta-weak player who MIGHT bring in another buddy, who would have been... the player who got lynched D1. Raw numbers are nice, but you're not getting a lot besides. I'd think the Strong Player Of Your Choice is the better deal... unless the Charismatic Cultist started with two teammates and raw numbers could brute force it, but I've already covered that possibility and how it's super remote.