I like power role heavy games. Just not necessarily so many different power roles perhaps?
Anyways, the Mad Scientist has always felt like an alien that wasn't third party. In my opinion, the point of giving the aliens tech was to counter the fact that they (theoretically) have a harder goal than the town or scum. Giving that same amount of flexibility and power to a single character that's either town or dopp seems kind of squirrely. Most (if not all) of the stuff that a Mad Scientist can do, another role can do, they just don't choose it.
Perhaps there is something else that the Mad Scientist could do rather than choose tech? Maybe get two set (but random) one-shot abilities? I don't know, that really just sounds like the same thing without a choice.
For the bodyguard, I would either keep the bodyguard (with up to its three variants, but weighted to occur as a single role) or the guardian. Having four different types of protecting characters seems like overkill. The bodyguard variants are neat though.
For the psychics, I like the flavor of the Psychic Warden (and it's ability as a Role Blocker isn't uncommon to mafia setups). Same with the Medium (which is a sort of psychic role). On the other hand, I don't think that the Telepath brings something new to the game (it's basically another Cop, which we already have two of). And the Enchanter is neat enough, but I don't particularly care for passive roles and I've never seen one be useful.
Day Doctor sounds like a useful role, but like you said. In this game they would only be useful to counter a Mad Scientist. That is to say not really useful at all (especially if we remove them). At this point, I think we should focus on removing extra roles then come back to add in anything neat at some later point.