First, looking at normalcy:
"A lynch will occur when a majority is reached. A majority is half the players alive, rounded up."
No it isn't, if there are an even number of players. You want "rounded down, plus 1".
"The Mafia may or may not have daytalk. No questions about this will be answered."
Not Normal. The possible options are "The Mafia have daytalk.", and "The Mafia do not have daytalk (except possibly by means of an Encryptor)."
NAR stands for "
Natural Action Resolution". (That said, there don't seem to be any hard-to-resolve interactions in this setup. The only thing I can see you potentially missing is that the Neighborizer's night action will succeed even if the Neighborizer gets nightkilled, inviting the target into the PT.)
Backup Protective is not explicitly Normal but I'm happy to allow it as a "greylist" (i.e. one-off approved custom) role. (This means that if the player dies, you need to post their entire role PM in thread, not just its name.)
Locking the thread when a Neighborizer dies is not Normal. Because you already have a greylist role, you're going to need to change this to a more standard model of Neighborizer. (See the wiki page
Neighborizer for the Normal definition.)
The Tracker results could do with being a bit clearer (perhaps entire sentences). I'd recommend something like "[Your target] visited [their target] last night.", "[Your target] did not visit anyone last night.", and "Your action failed." Sending someone a PM that just says "No One" is going to be confusing.
Now, balance. We can basically divide the town power roles into two groups. The Innocent Child, Bodyguard, and Backup Bodyguard are basically "confirmable townies"; the Innocent Child is obviously confirmable, and the Bodyguards can confirm themselves by blocking a kill. (This is working on the basic assumption that the scum wouldn't kill someone who was likely to be lynched, so by redirecting the scumkill onto yourself, you're giving the town extra information because they get the flip of the Bodyguard rather than that of a likely townie.) Because it's possible that the Bodyguards survive all game (due to choosing the wrong targets), this adds up to a bit less than 3 confirmations.
Meanwhile, the Tracker and Neighbourizer are more suggestive than anything. The Tracker can identify one of the scum (the one performing the kill) as scum. This is worth maybe one confirmation on average over the course of the game; the Tracker doesn't exactly confirm themself, and it is quite possible that they die early or miss all game. (I can't see much of a way for them to get a misleading result; scanning pretty much anyone will either get a "visited nobody" or see them visiting a likely townie, which has too many possible explanations if the target doesn't die to be particularly informative. So the Tracker is likely to be averagely powerful for a Tracker in this setup.) Neighbourizer is fairly weak as a role, but tends to help town to a minor extent regardless of which faction uses it, as it's often possible to read someone more easily in a PT than you could in the game thread,
Without the Roleblocker, therefore, I'd assess this setup as townsided. (I'd say it has a little under 4 confirmations via power role actions + 1 via setup speculation; my current yardstick for confirmations in a balanced 10:3, based mostly on daytalk setups, is 3+1.) The Roleblocker, on the other hand, is a fairly powerful power role for scum, especially in this setup. The main reason Bodyguard is valuable is that they can take a bullet for a confirmed townie, thus narrowing the lynch pool. On the other hand, if a Bodyguard claims (for whatever reason) and then get blocked, they'll look like fakeclaiming scum, most likely being mislynched; a scum power role that correctly frames a townie is worth -2 confirmations. As such, the odds of this happening would need to be somewhat less than 1 in 3 or so for the setup to be balanced (and you also have to take into account the possibility that the Tracker gets identified and roleblocked). I suspect the total contribution of the Roleblocker to scum's win chances is a bit higher than that, so I'd place the setup as being mildly scumsided, although probably balanced enough to run. (Reducing the shots on the Roleblocker doesn't necessarily help here; it's likely to be fairly obvious to the scum when the correct time to use it is.)
Let us know how you're changing the setup in response to this post. (You need to at least ensure you don't have more than one non-whitelisted role, and might or might not want to change other parts of the setup depending on the balance feedback from the reviewers.)