I kinda de-facto did that this game (deliberately) by re-using the exact same name as the CQ system from ISS Relatively Fast.
I had thought that I’d rather not do that for all subsystems as that would lose lot of the of the chaos which makes a wolf game fun. However, perhaps this is really the fundamental difference between subsystems and roles - roles promote secrecy by individuals to create chaos, whilst systems promote behind the scenes arguments between groups who don’t really trust one another to create chaos. In that case the secrecy of what systems do is not important!
Agreed. Revealing all about the systems would probably help with this, as would some more powerful human aligned systems. Currently I’m unhappy with how most the systems are kind of ok for humans, and have a game winningly awesome desperate action for wolves! Really I’d like desperate actions to be more of a grey area exploitable by both teams.
That said… I think a lot of the problem with subsystem games being wolf biased so far is that you guys keep misplaying them! In my opinion the whole thing of randomly distributing people around systems reduces the information available - i.e. the wolves no longer have to defend why they repaired {powerful system} because they can just point at the RNG - and lack of information is what kills humans! But hey what do I know, I’m just the GM I never actually play the game xD
My role games (almost?) never have RNG, conversely subsystems were actually introduced initially as a way for me to experiment with RNG in games. I’m not sure how I’d implement a damage mechanic without some kind of RNG. I’m totally open to suggestions, as I don’t think damage mechanics do enough to promote switching around systems. Perhaps each player can only be in control of one system at a time?
Oh boy, roles and subsystems. Be careful what you wish for 


I’d never lynch the GM… mostly.
that game had so much roleplaying, even the game was roleplay focused!