No, the idea was that lynches are random, not votes. I mean, let's say that town decides that random is the best thing they can do in a current situation (for example, if a scum dies early and you expect the remaining scum to mindgame you in some way). You can now settle on some kind of randomizing system that works without an IC, and everyone who doesn't follow it gets policy lynched. Of course you're almost never do this, but you always
could decide to do it. So, at any situation, you should always have
at least as much win% as the stats say (bearing some scum PR's). That was the idea, anyway.
In any case, if this list has been created recursively, even if scum votes randomly, they won't vote randomly at 2/1, so the fact that the 2/1 odds are lower should propagate throught the whole list.
I'm not sure I follow. You never lynch randomly, but why is 2/1 any less random than the rest?
It wasn't created recursively though, I just ran through 10 million "games" for each setup, and divided the number of town wins*% by 100k