Whether it is scum friendly or not depends on the powers in the game. Voting for players for simply stating their ideas is not helpful to the town, especially if it’s a closed game, there’s not enough information to evaluate tactics.
It is deceptively easy to design a game where the town can accumulate confirmed townies rather quickly. All it takes a several masons, an alignment investigator and one or two self-confirming roles (someone who survives a mislynch and is confirmed, or someone claiming a role that is confirmed if there is no counterclaim) and a reduction in size of the unconfirmed pool and the town wins.
For example, let’s take a game of 20 players. Town has an alignment investigator, 3 masons and scotsman who survives a lynch and is mod-confirmed. Remaining 10 town are vanilla. Scum have a blocker, a godfather, and three vanilla scum. That doesn’t seem too unbalanced at first glance.
On Day One, we have 5 “confirmed” townies, 10 “unconfirmed” townies, 5 scum and 5 mislynches available. After one cycle, if we assume a mislynch and kill of vanilla town, and investigated player added to the confirmed pool, we have 6 confirmed, 7 unconfirmed, 5 scum, 4 mislynches. Day Three is 7, 4, 5, 3. Day Four is 8, 1, 5, 2. There are fewer unconfirmed townies than mislynches remaining, which is an automatic town win. And there’s one spare mislynch to account for one of the confirmed killed by scum or the godfather being “confirmed”. If there’s any additional confirmable roles, and all it takes is someone with a role that’s unlikely to be scum, town’s chance improves. I would not call this setup balanced.
Designers should always check that this is not easy to do. My tactic of one vanilla town claiming per Day and then lynching them is way for town to improve their chances of getting a confirmation win. Whether or not it works depends on the details, but this tactic should be taken into account when designing the game.