Ok, some notes on the balance. I think the factions were fairly balanced for the game I planned to originally host. Announcing Feline Empire in the thread was a last minute change I made, because I got scared of other factions outing themselves in the thread and just getting destroyed by numerical superiority of cats. The gimmick of cats was cannon fodder without them being an announced majority faction. With that the balance shifted slightly. The game still was fine in case of 1 on 1 with every faction, but as a town faction, they numbers were too low. I should have solved this by making the Woodland Alliance only a 2 player team or by adding another 2 vanillagers. Making numbers of players in factions public would help too.
I made several smaller modding mistakes, but the one obvious was that I didn't announce mylo. That gave the Woodland Alliance another advantage.
Now, let's talk about faction design.
Feline Empire has the numbers, but in order to succeed they need to coordinate in the thread, yeet other factions and ideally manipulate them to kill each other at night. Fairly straightforward, but they needed dead players from other factions soon to keep control over the elimination. Giving them a jailkeeper was a nice bonus, but not really a key player in their strategy.
Eerie Dynasty consists of a friendly neighbour, bulletproof and vigilante. They don't know each other and the vigilante can target their allies. All three roles are strong, but without a possibility to communicate, they're playing a tricky game, because with every dead bird, their get significantly weaker. This requires an advanced play from players. Keeping yourself slightly under radar, signaling to your comrades and ideally finding yourself via the neighbourhood chat.
The Woodland Alliance as a classic mafia faction had an obvious advantage over birds and that was their chat and factional kill. Their main win con was to kill all Eerie Dynasty players and that was the reason I gave them a faction cop. I also gave them 1-shot strongman to counter protective powers. They could coordinate themselves better and outside of trying to kill blues, their strategy wasn't any different from a regular mafia game.
The Vagabond was a true 3p, who needed to find a balance between helping town to make the game longer and siding with wolves to prevent themselves from getting killed at night. Also, they started with two powers: an ability to steal (copy) a power and an ability to commute. Commuting would make them literally impossible to target at night. They needed to balance these two to stay alive, while having enough time to collect three powers. A fun role imho.