I followed the actions a bit and I'd like to share some constructive criticism, eljoe.
The main problem is that mafia laid back and had to worry about nothing. Making everything 1U for the civvies discourages them from using their more useful items. Even if they would use their 1U items, chances are that they would not do any good during that night and after it's used, mafia can continue to lay back and do nothing.
The agent items were good ideas, you should have included more of them.
Another problem I saw were the mafia weapons. It would have been better to change them simply for normal equipment or give weapons for civvies too. Remember that you didn't give mafia anything to worry about, why did you give them extra firepower? I think mafia should have only 1-2 normal equipment and nothing else.
Third thing I noticed that there were no ways to confirm secret prototypes. Halfway during the game I asked some players if they figured out what the prototypes do and then I asked if they can confirm it. They couldn't. This made the game even more mafia-sided. - A solution for this would have been to reveal secret prototype ability once a person died with one.
And for last, the number of mafia. You declared that there would be 5 mafia players even before you knew how many players you will have. This is bad, because M=mafia should be determined by P=players. In a balanced ruleset, M=(P-2)/4 is usually a good formula (M always rounded down), but in mafia-sided games like Mafia 52 and 51, extra penalty for mafia is due, thus following: M=[(P-2)/4]-1. So in this mafia, there should have been only 3-4 mafia, and not 5.