Bookies, Priests, and Loved seemed to have no effect on the game. Hookers didn't know about Virgin, which was slightly bastardish, but I guess it worked out.
Trackers hit nothing, oh well.
Mailmen and Silencers worked out, but in rather odd and unintended (?) ways. It wasn't a huge boon for Town though.
3 seemed like the right number of scum, but scum was pretty short on powers. Thankfully, Town bought the Town Hooker claim, so our roleblocker lived a long life. We also didn't use the ninja shots up quickly. I think a less experienced scum team would have burned through the usefulness of their roles a lot quicker, so it was a game designed for more advanced players.
I guess balance wise, the fact that powers didn't really do a whole lot kept the balance of 3 scum / 12 town intact. In terms of roles, though, I'd say it could have been a bit more eventful and intruiging.
Roles that are affected by the lynch target feel a bit counterproductive. I spent less time on the D1 lynch than I otherwise would because I had a stake with my role. If I hadn't focused on getting the command in I might have instead changed my vote.
It was an interesting concept to get a dead couple into the chat, but I feel like it'd be better to have a different way of activating it. Maybe limited shots and after the fact initialization instead of a penalty for lynching scum when activated.