looking through a game helps though. just reading the old paras show that the survivor in late game can lean anti-town, ghosts are horribly overpowered and so was the old watcher.
As for the watcher, the problem is the Purpose behind it's ability. Most abilities have some purpose/result that's unique to the ability. Cops directly determine innocence/guilt. Doctors are good at preventing a bad action if they know the target. Roleblockers are mostly for when you know the source rather than the target. Reporters are great for confirming suspicions (i.e. if a 'doctor' claims to have protecting someone, the reporter can help confirm if they did). The list goes on.
What's the main use of the watcher's ability? Yes, they can tell when someone is actively speaking to another, but there's only one real use for it: determining who is using Dopp chat. It's just a roundabout way of finding scum, like a very awkward Cop. Once the townies start Pming each other, the watcher's basically an Insane Cop. That's why it's so hard to balance it: either it's a cop that can inspect EVERYONE or it's an insane cop who's findings are useless.
That's why I suggested it would be a tech power for the aliens and allows you to hear random PMs or the PMs of a targeted player. That way, it lets the alien better find the hidden alliances and perhaps catch who is supicious of who. I can also see it being a VERY powerful dopp/cult role that can help cut down the advantage of the PM-syled town base.
I'm all for masses of roles in Para (perhaps we need OTHER games started with just the basic roles), bu the roles have to have unique purposes.