This is interesting... The lack of a NK is a good start. Two baddie RID Kills will get powerful at the end of the game. Wile can roll a kill or a spy, as well. Spies mean death the following night. =P The biggest advantage is 5 in BTSC--which is pretty big. Game theory suggests that with one Baddie NK and one goodie spy, "when there are a large number of players and the win probability for either side is 50%, the innocent's lack of information means that the Mafia numbers need only double when the total number of players quadruple for the win chances to remain even."
A good fix for this might be to place a baddie outside of the BTSC...?
Maybe.
"Vulnerable to archnemesis - Action fails and trapped next night even if RID is wrong."
I really like that. It's hard to judge the balance on this one, but I still think it's presently in favour of the baddies.
An interesting idea might be one I just lifted from Glyc's House of Cards. Have Speedy's (or someone else's) spy results go to Duck Dodgers. If the spy ever targets Duck, they gain BTSC (I added the BTSC). *Shrug*