The fixed day limit stops TT hunt from taking ages, but by being an automatic TT win conditions, it leads to an unintentional advantage for the enemy team when there's more town alive.
There's a "magic number" where town's odds are best. It is usually 5, where you have the voting power to perform all 3 trials from any arrangement, but this number can vary. For example, it's generally 4 when someone, especially someone you trust, is knighted, as you can kill 3/4 players through trials. Killing increases this number, e.g. having a vigilante lets you eliminate 4/6 players in a standard configuration.
Below this "magic number" the game functions normally, as town has adequate time to eliminate all the players they are capable of, and fewer total players naturally leads to less guesses for town. The issue is that above the magic number, town's guesses don't increase. At 6 players in a standard configuration, you still only get 3 guesses, meaning you can pick 3/6 players. At 7 players it gets worse, letting you choose only 3/7 players.
Since town's best odds aren't when their size is largest, but rather closest to this "magic number", it means that they are incentivized to kill each other before starting TT hunt when above this number (aka """stalling""" or "veticiding"). It also means coven is incentivized to stop eliminations if they think their best odds is by starting TT hunt with lots of players (or """throwing""").
The fix is simple. Make sure there's ALWAYS enough time for TT hunt, by making the days based on player count. To prevent very long TT hunts, make it so TTs cannot start their hunt before they kill enough players. This means the "magic number" is anywhere TT hunt cannot start, so town wants to have as many members as possible, and evils want to have as few as possible. And once again balance is restored to the world.
Yes, we lost the game in the image, because this was the final night.
