@QuickSync
Wow, I don't know what I'm doing up this late. This is why I shouldn't have internet after 6 PM.
1) There are 3 Mafia and 11 Town, for a total of 14 players. Although 3/10 or 3/12 would be better now that I think about it, since I've removed the possibility for a killing role. Mafia have the same PRs as town, obtained in the same way except for the vote stealing.
2) I've added a clause that if all 3 Mafia would have a non-recharger PR, one loses theirs (so they aren't denying as many PRs to town. Because of the vote stealing, I expect the average mafioso to wind up with more charges than the average townie, but they should probably wind up with under half of the charges on average. If town all gang up and decide to vote Mafia all their PRs, I'm not sure that's a design flaw so much as stupid town, especially now that we're voting after discussion.
3) A complete unknown would still get a PR if they are scum, and as a means to avoid having all the charges stolen by being too predictable. And also from the scum votes on town. But yes, it's in town's interest to try to give as many charges to the known-to-be-strong players as they think they can get away with.
4) The main reason I reduced the PR list to 7 was to eliminate PRs that were useless to either town or scum so that a mass-claim enforced by a rolecop who had a bunch of charges or something wouldn't be able to find scum or obvious town. It will also have the side effect of making the setup more predictable and less random since most of them will appear most of the time.
The fact that Rolecop is much better than Midnight Mystic (and other inequalities in the power role list) isn't a problem to my thinking. If all the choices are equal, randomness would prevail. But both scum and town will be more invested in having Rolecop, Jailkeeper, or Redirector, while Neighborizer or Midnight Mystic will be less valuable, but also less likely to lead to you winding up as a Recharger. The decision is in the hands of the players and that's the point.
EDIT: And what Scott said, reducing the roles makes collisions more likely, which forces more interaction with the weirdness of the setup.
5) This isn't a Role Madness setup, there are going to be a reasonable number of VTs, and there are only 14 shots of power roles in the game. I am debating adding a few extra shots somehow, but that's a balance concern. 28 shots is probably too many I think.