I feel like we can easily just agree not to vote people to E-2 or whatever and avoid the whole claiming actions thing, no? Going against that agreement can just be a badge of mafia-ness.
I mean, if someone has 5 night actions, good for them. Hopefully they are limited shot, and they don't want to use them all up at once.
I think of Curfew as a "make everyone Hated, some worse than others" untargeted power of the President. It disproportionately hurts town, I think, because mafia in theory should be able to spread the actions they take around the group to limit the actions/player ratio.
Perhaps it makes them think about using personal vs. faction powers, if such a dilemma exists. Depends on design; I've used the few to no personal powers and just let the whole team choose from a list thing before, and so could faust.
Curfew obviously is a "built for RMM" type power, since VTs don't care about it in a normal game. If you measure strength by "how many votes does it remove overall for exiling" then it is clearly a stronger mafia power than town power just due to sheer numbers of players.
I guess another wording for this could be "Curfew: Add the following text to every power in the game: If you use this power tonight, you will take one less vote to exile tomorrow."
We're sure that the card "expires" after today? The wording can be applied every day, you know.
Anyway, sorry for the stream of consciousness explanation of my thinking on Curfew. Choosing it is on average (to me) a thing that benefits mafia more than town, so choosing it awards mafia points.