I have an alternate idea to clean the CCS: how about considering them as a reverse LCS? They could have a finite number of vigilante, dead vigilante having a random chance of being replaced each mounth, and a random chance of expanding. They could also try to abduct or kill random obvious LCS members (Obvious as in have done some remarquable activism) during daily, triggering a fight just like the Police/Death quads arresting you, and, in case of a kidnapping, giving you a few days to rescue them before they talk to the CCS about your safe houses, which would then send booby traps expert who have a good chance to disarm traps along with Elite Vigilante. The CCS could be forced to disband by clearing their leaders by any way you can think of (Dating, abduction, guitar/talking attacks). They would be special spawn, identified only with good street sense skill or through dating. Also, CCS vigilantes enlightened or turned Liberals via guitar or talking attacks could never be used as sleepers. Sleeper CCS vigilantes would have Advocate Liberalism replaced by Sabotage the CCS efforts, decresing their efficiency and defense. Before having on site actions in their safehouses, they could be ordered to either conveniently "forget to lock" doors, "store" weapons (putting them in storage, meaning the CCS have to spend a few turns before getting some real weapons), "maintaining" the electronics (no lights, stealth and disguise bonus), having chances to get caught and executed depending on their efficiency level and the job asked, or just walk away to a Liberal Safehouse while taking equipement with them (CCS safehouse under equiped for the fight). And you have a complete map of traps, allowing you to avoid them entirely. Characters would have a chance to spot traps using Intelligence (and a few jobs would have bonuses to it: namely Agents, Soldiers, mercenaries CCS booby traps experts) whether they are Liberals storming CCS safehouse or Conservatives storming LCS safehouses.
How's the idea?