That's true. I'm not sure if adding more Werewolves would be the right thing to do, though. Or maybe it is? Perhaps the better solution was to add in both the Tanner and the Minion in this case? The Tanner being a forced role as numbers go up might force a better metagame. I can't be sure, but it seems reasonable from a game design perspective.
Regardless, I have come up with a number of custom roles that could only work in a moderated version of this game:
Role: Smith
Alignment: Villager
Ability: Your role cannot be swapped.
Requirements: Requires a role that can swap other roles.
Web Reasoning: Less reliance on swapping roles to claim. This gives a reasonable fakeclaim for a Werewolf, as well. "I wasn't given that role because I'm a Smith." I believe this will also nerf the Aura Seer a bit, since it should allow an Aura Seer to see if a player attempted to move or view a role instead.
Web Usefulness: 9/10
Role: Baroness
Alignment: Villager
Ability: Your vote counts as two votes.
Web Reasoning: This might be a role that could have three votes in larger game, but that might be better as a separate role. I think Voting roles don't have enough roles or counterplay to them.
Web Usefulness: 7/10
Role: Crone
Alignment: Villager
Ability: The player you vote for kills the player they are voting for.
Web Reasoning: More chaos. It's a bit like the hunter, but putting the onus on another player to get this role to work, or figuring out workarounds. Overall, this role does seem strong, but it could very easily backfire.
Web Usefulness: 4/10
Role: Chronomancer (Maybe Wizard works better?)
Alignment: Villager
Ability: Choose a player to receive their original role. (Note that this does NOT reset things like Paranormal Investigator or Nostradamus.)
Requirements: Requires a role that can swap roles. (Perhaps 2+?)
Proposed Priority: After Beholder, before Revealer.
Web Reasoning: This role has a lot of power behind it, but it also seems useful to counteract lots of swapping roles. I also think that this role should be allowed to self-target, since it gives them a bit of leeway in how to act.
Web Usefulness: 7/10
Role: Night Watch
Alignment: Villager
Ability: Learns the players that targets them.
Requirements: Requires roles that target other players.
Web Reasoning: Information is powerful. I was torn on whether to make this view roles or players, but I landed on players because it seems less likely to break the game, but it could be a choice? The downside is that it could be quite useless if you're not targeted.
Web Usefulness: 6/10
Role: Baker
Alignment: Villager
Ability: You give a player a cake to stop them from performing actions.
Proposed Priority: Before the Seer.
Web Reasoning: More confusion, more fakeclaiming, more obfuscation. Also, having a roleblock. I'm not sure if this should notify the player it targets or not.
Web Usefulness: 6/10
Role: Guard Wolf
Alignment: Werewolf
Ability: You learn all the Werewolves at the start of the game.
Ability: The player you vote for has no voting powers.
Requirements: Requires at least one town role with a voting power.
Web Reasoning: It seems only fair to give the wolves a bit of voting shenanigans. This could help play against things like the Prince or Hunter.
Web Usefulness: 9/10
Role: Silent Wolf
Alignment: Werewolf
Ability: You learn all the Werewolves at the start of the game.
Ability: Pick the player to your right or your left. When your role is viewed, you will show as the chosen player's role instead.
Proposed Priority: Before the Seer.
Web Reasoning: More ways to create confusion among the players. In order to make it less powerful, I gave it a limitation on player selection. It also makes this a little more complex to solve!
Web Usefulness: 8/10
Role: Turncoat
Alignment: Anti-Villager
Ability: If you vote for a Werewolf, your vote does not count and the Werewolf's vote counts for 2.
Web Reasoning: I liked giving the Anti-Villagers some more role powers. They're quite limited at the moment. Giving one a voting power seems useful!
Web Usefulness: 8/10
On top of that, adding some of the roles that couldn't work in the current iteration without some changes to how they worked:
Role: Doppelganger
Alignment: Villager (Sorta)
Ability: At the beginning of the game, a player is randomly selected. This role becomes a copy of this role and acts as though it is a copy of this role. You are informed of which player you copied.
Priority: Immediately after the copied role.
Web Reasoning: I don't like having to wait for players to choose two things in a night. It creates a bottleneck based on when I can update. This fulfills a majority of the role's intent as well, and allows them to join the Werewolf team if needed.
Web Usefulness: 10/10
Role: Witch
Alignment: Villager
Ability: At the beginning of the game, a random Middle Role is selected. You view this role and then may choose a player to swap this role with, including yourself.
Priority: Um... Don't remember.
Web Reasoning: This is the same reasoning as the Doppelganger. If also fulfills the original role's intent.
Web Usefulness: 10/10
Sentinel still has no good way to interact in this game, though (And I added the Chronomancer/Wizard as a way to semi-implement the role.) Curator is a little boring, since two of the artifacts are not kinda boring. I think adding more Artifacts would make Curator fairly useful, and for the most part, this seems doable.