That was a real minefield for scum, and I’m still surprised we pulled it off. A detective, another detective in case we got the first one, a town doc/blocker, a town follower, AND a dude who kills us if we target him for anything? Things could have gone very, very poorly for us. 
Things in our scummy favor: the short days favor scum, because town’s votes will necessarily be swingy. As Sache said, the likelihood of town hitting WF Tomba’s power first was pretty high. The small pool of players also helps - if a player is passed over for lynch despite playing a clean, pro-town game, it’s easier to say “well, he must be scum.” In this game, everything happened far too fast for town to notice.
Overall, pretty balanced. It came down to the final lynch, which is always exciting, and it could have been anybody’s game. I’m glad I chose to fight it out, because it was less hopeless than I thought. I’m glad it came down to Hooker or me, because I had been sitting on those scummy-sounding posts to hit him with.
To answer your question, Dante, I think naming town in the color makes them essentially one-person Mason teams, because scum can’t counter-claim those players without losing, and town will never lynch them because they’ve been moderator-confirmed. Not necessarily a bad thing, but very different from how we normally play. Philosophically, the game really is a game of bodies versus information, and town didn’t have to trade in any bodies to get that information. Just different, is all!
A normal game here involves roles and names, but the moderator usually provides the scum team with cover names for claiming with, because claims are common here. Once the game gets set in motion, the moderator doesn’t confirm any information in-game, and it’s up to the players (both town and scum) to convince each other of the veracity of their claims. Most games here are NOT open games, so we don’t generally know what roles or powers are involved until circumstantial evidence reveals them.