Careful Who You Kill
(me): This was originally a bit of a throwaway setup, designed to try to meet the (fairly onerous) restrictions, but it's growing on me as time goes on. One nice feature is that it should be roughly self-balancing, because the Unjesters don't want the game to end too early.
Dayvigs and Godfathers
(OkaPoka): I am very suspicious of mechanics in which the first player to claim something gets it; it needs a lot of discipline from the players to not massively scumside the game due to townies doing it against wincon. I do think the setup otherwise works, though. It might be possible to replace the dayvigging with something else (e.g. hammering) to create the same effect without having to trust the players as much. [Also, there's debate about whether this fits the restrictions, but I'll let mith rule on that.]
Guard Dog 10p
(northsidegal): I like the way the setup fundamentally wants to be on evens (unlike most of the setups here which are somewhat tortured to fit that). That said, I think the guard dog is somewhat likely to end up never triggering; its main benefit to town is the way that scum will have to play around it, and I'm not sure that's enough to balance an 8:2. It might be, though!
Greedy Inventors
(Jingle): I like the basic idea behind this, but don't like the details much: given that scum get no power role usage until N3 and have a Flagbearer, it seems like this game is likely to be decided early by dayplay, before the mechanics really kick in. The weirdest thing about the setup is that town have the prospect of losing almost instantly by mislynching twice, but get a huge advantage if that doesn't happen, meaning that a) a no-lynch might be correct and b) if it isn't, the Doctor invention is probably the best one to use first, which is just crazy.
War Zone
(Something_Smart): This almost works, but there's a town breaking strategy: Bomb claims, Inventor gives them a kill. The resulting setup ends up somewhat townsided (and also a lot less swingy than the setup looks at first glance).
Shoot Me
(Not Known 15): This seems considerably more townsided than the 6 VT + Vig + 2 scum setup, which we currently have no reason to believe is unbalanced. So I think this setup is likely to be somewhat townsided, in addition to being more complex than it really needs to be.
The Evil of the Mob
(popsofctown): This is basically "players on lynch wagons lose their vote the next day", which is decent as a starting point for a mechanic, but then goes off the rails (players who can be online first getting doublevotes, the scum autowin when town mislynch each other, a power role that no townie knows about and hardly does anything). I also have a suspicion it's scumsided, but the mechanics would need to be sorted out before the balance could be. It's quite possible the restrictions got in the way of this one.
Cyan Flag
(TemporalLich): As written, broken by N1 no-kill if the day 1 lynch is on a townie (who then survives), unless town then no-lynch to cancel it out. So this setup is highly likely to end up in a happily-ever-after situation, which doesn't seem ideal.