For those talking about the draft system, the data sets from previous games might not be as applicable as you think. There are still conclusions to be made, but it's necessary to filter through what is relevant and what isn't. The biggest change is that you have the same amount of possible draft numbers, with 9 less players. This means there was an increased chance that more players will attain unique numbers, making the scum double up undesirable, and when coupled with the doubled-up scum players making up a greater percentage of the scumteam (2/3 as opposed to 2/5), you're risking a lot more, by plunging the majority of your team to the bottom of the draft. With town possibly capturing up to 8 roles, there is just not enough chance that your unlikely draft position will save you from all of those role actions flying around - a few confirmed players and you're done.
Having said that, there might be a chance that an adventurous scumteam
could
double-up, without thinking about the consequences that deeply. My impression would be someone who actually thinks about the game, but maybe not enough to accurately weigh up the true risks of doing something. GreyICE and Faraday seem like the most likely candidates for scum bravely doubling-up.
If this was the case, then scum probably has very little power and should be catchable by roles alone in the end. If they didn't double-up (which seems like the safe assumption based on previous scum strategies), we're actually in a pretty good position, given we have a small amount of numbers (or neighbourhoods) available. As per previous PYP games, having a small amount of neighbourhoods is a town advantage, as we can use this to PoE scum later by ruling out combinations of possible scumteams. This is dependent on shutting down enough neighbourhoods to create opportunities to PoE, though. For example, being left with a Kise, GreyICE, quadz, Amrun endgame doesn't really rule anyone out. Whereas, if we have three 6's and another number, we can lock down certain combinations which will be difficult for scum to escape from.
If we're to believe scum didn't double-up, our optimal play is to eliminate unique numbers quicker than usual. In previous PYP games, this has been extremely effective, as the assumption that scum didn't double-up has paid off. On the outside chance we're wrong, it means town has a significant power edge over scum, which should be enough to catch them, even if we're lynching incorrectly on the first day or two. This won't surprise many, but I think lynching a unique number is the right play today, given we have so few neighbourhoods to begin with.