Good call on the Enchanter, but Survive works well enough. If more roles get added, another goal would be fine, however, for right now, especially with the aliens, it's too easy to know what they are beyond a shadow of a doubt to be a certain role. Like I said, it's not about flavour, it's about balance at this point, there really does need to be another alien that shows up as "Kill", preferably a leaning pro-town one. The Watcher being "Kill" works, and he's Doomspeaker for fuck's sake!
On that note, there really needs to be another alien with a "Protect" goal, since right now an alien with a Protect goal is an Operative, no exceptions. It would be nice if there was SOMETHING the operative could fake-claim, but I really can't think of what else could have a "Protect" goal.
I think things would be a lot better if the Dopp Seeker didn't lose from a miss and instead only has 1 abduction, but if he misses, becomes a mafia-ally. After all, if I figure out that the player isn't a dopp/cultist, why not just return to the planet and grab another player? I Meph, I would love to see an example flavor text of a Dopp Seeker who missed his abduction, it makes no sense to me that the Seeker wouldn't at least check their victim before leaving the planet.
If this happens, his pre-abduction goal would be "Find" but his post abduction goal would be "Protect".
Oh, and about the Agent Seeker: As it is, the Agent Seeker is pretty much a Vigilante who randomly wins and suicides if he hits scum. The Seeker should be allowed to not kill the people he/she contacts, but the scum should also not kill him in response to contact. After all, they're the only role that can get killed in response to doing anything to the scum (Minus the PWV), why do the scum suddenly lose the ability to kill people who do stuff to them during the night? They should totally be changed to be more anti-town, that's for sure. If they aren't changed, their weight should be moved toward +4 for the town, since they are pretty much a vigilante, just a smidge weaker.