Not BP.
There are only really three roles anyone should consider seriously. That is Super Tailor, Decoy, and Detective. Witch is out because ??? flips won't ever cut it, and poisoner while effectively turning the game into vanilla, gives scum the comfort of killing through armor and anything. For those that prefer poisoner for the sole purpose of vanilla, they should instead look to detective. Detective effectively does the same thing, yet does it in a safer manner. Detective will only slow scum down and give us more time before scum make their move. A poisoner with great dayplay and great nightplay is powerful, while a detective with great dayplay can't nightplay as fast as a poisoner.
Now, decoy is useful with each role, yet do remember it's individual action is the safest and least harmful of all 5. Actually, I'm starting to convince myself decoy is a bit more harmful than Detective. The only thing that gives me pause that, regardless of whoever scum targets, scum will always benefit with information about their target's role. If they had decoy, they'd either have no benefit (hit a non-pr) or benefit strongly (hit a pr and stop his action). So, I was thinking that decoy was fine because the chance would be small for them to benefit, but I think now that their benefit would high reward to scum and high risk to town, while with detective scum would have a for sure low-medium reward but with pin point accuracy, while giving low risk to town but assured risk. I'm weighing it out, and it comes to either the possibility of a PR getting detected n1, but being able to use their role and have information by d2, but risking death n2 and on; or the possibility of scum block a pr n1, taking away one day's worth of information, yet keeping that pr alive. This is on the change scum hit their target n1 with either role, this doesn't take into account the odds. For decoy, it's possible scum would miss a few times before they hit their target, which is not good for scum, but good for town. Like I said before, detective has low-medium benefit for scum but it's assured each time they hit. If there was a chance of there being a town roleblocker in the mix that might mess things up a bit for a detective, the only role I can see confusing a detective is bus driver. So:
Decoy: 1/9 accuracy, but always useful, but there's only one pr. Safest of all the actions, but comes with a high reward for scum and high risk for town.
Super Tailor: 2/9 accuracy, 2/5 useful, but lowered to 0/5 useful if we ignore the 2 possible investigatives. Semi-powerful, as influenced actions are subjective.
Detective: 9/9 accuracy, always useful, but low-medium reward, slow to act. Most powerful information wise for scum.
Poisoner: 9/9 accuracy, 2/5 useful, acts fast. Most dangerous.
Personally, since I prefer vanilla, I'd go Decoy > Tailor > Detective. Poisoner and witch are a no.
If I were interested in the PR game, I'd go Detective > Tailor > Decoy.
I rank Decoy first as it nullfies pr's but that is the only thing it does, it does not give scum information or help them kill, nor does it influence the town in any way, it only takes one night away from town. I rank Tailor as second since it can make the game vanilla only if a majority of the players can comfortably agree to this plan (it seems not everyone does). I rank Detective third since it's slow to act yet power on the information side.