Clues remove depth from the game. I replied to you via shouts, but I guess it's more appropriate to reply with a post.
Each game of Mafia is a puzzle with a time limit; you use player interactions and logic to solve it, and to increase the time you have to solve it. Having the host, who knows the answer to the puzzle, give one side hints about the answer isn't fair or in the spirit of the game.
Furthermore, even if the hints are so convoluted that they won't give any information away (which is certainly
better than giving useful clues), their existence still distracts people from solving the actual puzzle, and instead has them focus on the way in which the host worded the puzzle in the hopes of cheating the parameters of the game and finding leaked private host information.
There is no reason to have clues, since it only serves to undermine the integrity of the puzzle and detract from the fairness of its resolution.
While I trust Roy can provide clues without outing any of the Mafia, which makes the game playable at least, I feel the inclusion of public clues is still detrimental to the game experience; if players were looking as hard at each other as they do at the host's posts, they'd have no problem finding all the clues they need to win (which is the object of the game in the first place).
Personally, I've found Azrael's method of clues to be the most balanced implementation. Clues can be forged and be of the same style as real clues, but point to the wrong players, which leaves them open for discussion. So it is the case that clues provide evidence against a person, the same way behavioral analysis does, but doesn't exactly condemn them.
Even though I put so many layers of convolution between clues and players in my game (made clues private, made them nearly impossible to solve, made them easily faked and thus unverifiable), I may still rework Researcher in my next Mafia game to try to eliminate the clue process altogether. I'd rather it give some other information, which perhaps pieces together a puzzle itself (like how my version of Detective gave limited information, and enough Detective results put together will help solve who is guilty if applied correctly).
That version of Detective clearly added strategic depth to the game, especially when compared to the original, and has therefore been used in every Mafia game since then (including this one). I'd like to think there is some equivalent mechanic to replace clues, which could be universally accepted as being superior. I was hoping that as a short-term step toward fairness, the inclusion of a Researcher role for clue-generating would catch on, so at least clues would no longer be public (and with Falsify Documents, making it completely unverifiable that the clues presented are valid or even exist).
At the end of the day, Mafia is a game which requires a neutral host to function. The Mafia and Town can't know the actions of the other side, nor can they distribute themselves roles, so you need a third-party to receive those actions and give the result. When that third-party, who necessarily knows all the roles and night actions, starts handing out that information publicly and freely of their own accord, it is by definition unfair. The only way to possibly make it not "definitely unfair" is to convolute it to the point of being undecipherable (as is being done in this game), which makes that characteristic a necessity for a game with clues to even be considered a playable game at all, even if it is contradicting one of the most fundamental aspects of Mafia.
As the "next step" towards reaching a fair compromise between those who like it when the host leaks information, and those who like playing Mafia, I'd ask for the following:
1) Clues be convoluted to the point of being undecipherable.
2) Clues never be posted publicly by the host.
3) All players know the format which clues are presented in.
These three steps would go a long way by themselves. Two more step which would also help is:
4) All players who receive clues can voluntarily receive a fake clue targeting a specific person.
5) All players who receive clues must submit a night action to do so.
The former ensuring that no clues can ever be taken completely at face value (since admittedly some players are not capable of faking their own clues), and the latter ensures a player must be active to have the benefit of generating clues (rather than going AFK for a week and then being just as useful as if he had been active, simply by posting everything he's received so far).
If you want a fair and balanced setup, the obvious choice is to not have clues. However, if you're really intent on adding clues, then for the sake of preserving the quality and integrity of your game, I'd recommend working these five requirements for clues into your game's design.
Perhaps over time an even better implementation can be found, and I'd be more than willing to hear from anyone else who has a similar level of knowledge and experience concerning multiplayer game design. As of now, this would be the best "next step" towards an implementation of clues that is both fair and has as little negative impact on the gameplay as possible.