As a long-term Ranked player who has experienced the game from ELO Hell through to Master Tier, I thought it might be useful/interesting/hideously controversial to collect together a set of suggestions for small tweaks to roles that should (generally) be fairly easy to implement and would help to improve balance and/or gameplay in ToS.
These tweaks are made primarily with Ranked in mind, in some cases explicitly to undermine consistently effective Town meta-strategies, although they shouldn't cause problems in other major game modes. Generally speaking, most of these changes have the effect of making it less straightforward for Town to confirm roles, giving the Mafia and Neutral roles more viable options for claims and excuses if they fall under suspicion.
Town Investigatives
Lookout - Choose one target at night. A Lookout can see the identity of a maximum of 2 visitors to their target. If more than 2 visits are made, which 2 visitors the Lookout sees are determined at random. If 2 or more visits to the target are made, the Lookout is informed that "others may have visited your target".
This is based on a suggestion floated by the ToS developers to further undermine the "TP/LO/Spy/Escort on me" meta-strategy by preventing early confirmation of multiple roles. Outside of this situation, it is fairly unusual for there to be more than 2 visitors to any particular target on any particular night.
This change makes it more difficult for Lookouts to cross-confirm each other, as they may not receive identical results if a third person visits. Evil roles can also more effectively claim Lookout and dispute Lookout findings if at least 2 visits to the target are made. For example, any RM visiting the same target as the Mafioso would make it impossible for a Lookout to know for certain whether anyone else did or didn't visit their target.
Spy - Spies no longer see all Mafia visits automatically. Spies may apply bugs to two targets (using Transporter/Witch interface). Bugs work as normal, allowing the Spy to see what events happened to the target that night. In addition, they also inform the Spy whether or not a member of the Mafia visited their bugged target that night.
This change increases freedom for RMs to visit, especially in the early game, without automatically confirming non-Mafia targets or giving away the types of RM in play. This also reduces the likelihood of a Spy identifying an NE/NK role with defence who was attacked by the Mafia. The change makes it more plausible for non-Mafia roles to claim Spy in games with a real Spy and deceive the Town (although probably not the Mafia). It also allows Mafia Spy claims to present misleading results when a genuine Spy is in the game without forcing an immediate challenge.
This makes Spy a less passive, and less trustworthy, role. Spies are also more at risk of being disrupted by Transporters, Veterans or Werewolves.
Town Support
Transporter - Transported targets are no longer informed that they were transported.
Reduces ease of confirmability for Transporter roles, and makes Transporting more disruptive to TIs unless the Transporter is willing to reveal. Makes it easier for evil roles to fake Transporter and disrupt/challenge TI findings.
Retributionist - resurrection action priority reduced to below killing actions. Optionally, resurrected target returns in a similar state to being blackmailed. They may act and vote as normal, but cannot speak or whisper.
A reduction to priority means that Retris killed on the night they attempt to revive will not successfully revive a Town member. This gives evil roles more opportunities for dealing with a revealed/identified Retributionist. The optional change would prevent the resurrected Town member from immediately confirming any Mediums and bringing back information from the dead. This information could be recorded in their will, but would only be revealed if they are killed (and are not Forged/Cleaned).
Town Protective
Bodyguard - A bodyguard guarding their target is hit with an unstoppable attack. Optionally, set the priority of who the bodyguard attacks to prefer Town Killing > Mafia Killing > Neutral Chaos > Neutral Killing.
Make it more difficult for Town Protectives to cross-guard, and provide a plasible excuse for why a Doctor would not want to be healing a Bodyguard claim / confirmed Bodyguard. The optional changes reduces the randomness of who is killed by the bodyguard on the rare occasions that multiple attacks occur on the guarded target.
Credit where it's due, though we don't always see eye to eye, both of these suggestions came from BasicFourLife.
Neutral Killing
Werewolf - players killed by Frenzy have their last wills wiped (ie, set to "we could not find a last will").
This makes it more difficult for other players to determine exactly what action the werewolf took, or was forced to take if jailed/roleblocked. This makes rampaging at home a less risky option, and gives additional utility to Medium roles in games with a Werewolf.
Mafia Support/Deception
Forger - In addition to amending their target's will, a Forger selects what type of Town role their target will appear to be. If the target dies, their Forged role will be announced to the town and remain displayed in the graveyard. The Forged role expires at the end of the night, and does not continue into the following day. A Forger may only Forge twice per game.
Investigators, Consiglieres and Witches visiting a Forged role will see the person's true role, rather than the Forged role (ie, it affects how they're displayed in the graveyard and role announcement on death rather than their actual results). Disguisers will disguise as their true role, rather than the Forged role.
This one arguably fails the test of "small tweak" as it requires a UI change. However, the idea is to retain the core mechanic of the Forger but give them more practical utility in most games without overlapping with other Mafia support/deception roles.
Essentially, this amended Forger has more options to create confusion. As they no longer need to know their target's role before forging successfully, subtle attempts to frame Town members or back up Mafia members' claims become possible (although at risk of discovery via a Medium, prior claiming or an investigator who had visited them earlier in the game). It also casts doubts on the last wills of Town members...was that silent person really a sheriff who found a Mafia N1 and didn't tell anyone? Or have they been forged?
The trade-off for this more effective forging is that the Forger may only Forge twice - and they may also be found out if they forge an incorrect role on someone who has been confirmed by the Town.