No, I just used different terms that explained the same arguments without actually going into them.
Modkills on town not ending the day results in treestump mafia, which is already heavily town favoured anyway much like macman has explained.
Modkills on mafia shouldn't end the day because it would simply put everything back in their court when they're informed already. Specific situational example: Town Cop claims guilty on a mafia player in mylo/near-mylo situation; there's a mafia traitor that doesn't count towards mafia numbers who posts their role PM to prevent the lynch and allow the mafia to make a night kill that ends up winning the game for them. The mafia has information, and if they could end the day modkilling themselves there is potential for it to benefit them no matter how rare.
Thus modkills not ending the day if they're mafia aligned prevents this abuse; and modkills ending the day when players are town aligned prevents multi-lynch treestump style abuse.
Modkills on town not ending the day results in treestump mafia, which is already heavily town favoured anyway much like macman has explained.
Modkills on mafia shouldn't end the day because it would simply put everything back in their court when they're informed already. Specific situational example: Town Cop claims guilty on a mafia player in mylo/near-mylo situation; there's a mafia traitor that doesn't count towards mafia numbers who posts their role PM to prevent the lynch and allow the mafia to make a night kill that ends up winning the game for them. The mafia has information, and if they could end the day modkilling themselves there is potential for it to benefit them no matter how rare.
Thus modkills not ending the day if they're mafia aligned prevents this abuse; and modkills ending the day when players are town aligned prevents multi-lynch treestump style abuse.