Messed up by the setup so don't use: Tracker, Watcher, all other motion detection, rolecop, vanilla cop
The risk reward on motion based investigation is too poor until we have a redflip from the ninja neighborhood if we ever do.
Rolecop is hard to adapt into an actual alignment indication in a large theme anyway but it's even harder when the balance spec is contingent on how many scum get to be in kewl neighborhoods instead of unkewl neighborhoods. It's similarly possible someone turns out to be vanilla and it's because 2 goons get to control are particularly useful neighborhood so it's not as much of a clear as it'd usually be.
Too hard to aim for benefit so don't use: Doctor, Bodyguard, Commuter, Enhancer/Motivator, Vanillerizer, activated 1-shot BP, asceticizer, bus driver
These roles have 1/17 chances or maybe 3/17 chances of being targeted in such a way that they are protown, taking into account possible negative consequences of misses. They can to some extent be revisited and considered lategame if the caffeine count is healthy but should still be holstered even if they are unlimited shots because they would definitely also be the roles to holster in the low caffeine count endgame. There is no way to improve the caffeine count by using a protective ability for the first time, even if you target an unaddicted player with it.
Sane cop or Close Enough: Gunsmith, Masonizer, Sane cop, Psychologist, kuribo, Hider or any other weak role provided you've properly crumbed
I would use all of these for their sheer power even with X=1. The only exception would be holstering the weak roles with X=1 or X=2, but I would recommend spamming the weak roles if they are ungated. The death drawback of the weak role always strikes an addicted player, the weak player themselves, but if it catches scum it helps the decaffeinated players win.
Vigs: Vigilante, Town poisoner?, Loverizer
I would use all of these as long as they are at least X=2, holster them all at X=1. While they may seem hard to aim for benefit similar to the protective, there's always at least 4/17 good places to hit and it's actually more like 10/17 when you also consider possibly hitting a player that would have been mislynched. These roles accelerate the pace of the game itself, and thus decrease the length of time the decaffeinated players need to survive.
Self clears: Activated IC, friendly neighbor,
Fruit Vendor no not really don't you goddamn dare
It is better to claim these at L-1 and use them the following night. Don't tell yourself you need multiple nights to land that friendly neighbor shot on surviving town, mafia's a game of percentages to begin with, just live with it.
After the LyLo-1 lynch, assess whether the caffeine count is healthy enough that firing this can improve our odds in LyLo.
Roleblockers: Roleblocker, Jailkeeper
If ungated, these are so busted at playercounts closer to LyLo you should start using them now, treating their eventual use as a foregone conclusion where the doctors don't.
As X-shots, since they are more powerful later you should holster them until later when it is easier to hit the scum designated to perform the kill for the 2 for 1 value, and you also have the additional information about caffeine status, which really tips the scales. An endgame scenario also makes it easier for us to not get concerned about you having a role that is often given to scum. Don't fire night 1 unless you literally or figuratively ungated, like X=4.