I would suggest a relatively simple godfather setup with some modifiers and a carried nightkill:
Mafiateam: Godfather: The Godfather can order a goon to perform the nightkill, overruling their target in case of a dispute/no input. The Cop investigating the Godfather gets a town result, unless the Godfather chose to carry out the nightkill that night. The Godfather may have a powerrole as well.
Goons: Can carry the nightkill. If there are 10 players or more there will be 2 goons. Goons may have Power roles from the list below.
Roleblocker: Target a player. Prevent them from using their action(s), including the nightkill.
Tracker: Target a player. Can see who they targeted. In case that player performed the nightkill, only the nightkill will be tracked (but not directly specified as such).
Watcher: Target a player. Can see who else targeted target player, including through the nightkill.
Vanilla: No night action available.
Cop: There will always be exactly 1 Cop, guaranteed to be town. The cop can investigate target player each night. If they are a goon or (or and) performed the nightkill the result will be mafia, else town.
A roleblock will block any other ability, including the nightkill, otherwise priority shouldnt matter.
Only successfull ability uses can be tracked/watched.
Only Cop, watcher and tracker using their abilities will be informed if they have been blocked.
If a cop, watcher or tracker forgets to use their ability, their target will be randomized, unless they pm the host that they want to holster (marginally relevant in case of fearing a tracker I guess)
Here is what I consider balanced for respective player numbers: there is always a mafia godfather and a town cop. townprs can be counterweighed by mafia prs, so that a mafia pr dead doesnt automatically mean that all remaining prs are town.
8: 1 goon, townprs-mafiaprs=2
9: 1 goon, townprs-mafiaprs=1
10: 2 goons, townprs-mafiaprs=3 (to account for claimpower vs size of playerbase i reduced the number after some thinking. also the mafia pseudo rolecops are basically useless with so many prs around, and it gets worse the more prs are in the game.)
11: 2 goons, townprs-mafiaprs=3
12: 2 goons, townprs-mafiaprs=2
13: 2 goons, townprs-mafiaprs=1
I'm actually a bit unsure about the balance of this setup, as I have no experience with the godfather role, but thought it would be a good way to limit the power of the cop and justify introducing an alternative way of finding mafia. It also has the advantage of being fairly straightforward in terms of what results of night actions mean (except for the cop ironically). All noncop roles are on about the same powerlvl as doc for town in this setup, except follow the cop is impossible unless only one mafiaplayer remains (and rb has some negative sideeffects). For mafia, both watcher and tracker are essentially rolecops, roleblock is a bit weaker, as you have to give justification for it and it doesnt affect townrb. I'm debating whether mafiarb should override townrb without informing townrb directly.
I also erred a bit towards townside, as inactives tend to mess with town more and are very common here (and also most popular setups i could compare to are daystart, favoring town in that regard).