OK, here's my silly breakdown of the positions
Abilities with positive effects on a player or the field
Abilities that only serve the carrier's interest or gain
Abilities with negative effects on a player or the field
Abilities with ambivalent effects, that will probably depend on the alignment of the carrier
I am aware this is far from perfect, because recruitement might ultimately influence itself the positive or negative charge of most abilities. A protection can be generally positive, but switch to serving the player's or team's interest (if, for instance, the player gets recruited in a baddie camp). Some abilities like the kills or the ones that sound nasty have been unconditionally slotted into negative, despite their own nuances depending on alignment (like civ kills). The "ambivalent" section is for abilities I couldn't grasp or couldn't project into any of the three main slots (Stuff like "Picks Player". Ok, what am I supposed to believe will happen to the picked player or how can I tell if the pick is for goood or bad?)
So, to the best of my understanding and probably with a lot of mistakes in counting/assessing them:
Position 1 |
10 |
10 |
10 |
3 |
Position 2 |
7 |
12 |
10 |
3 |
Position 3 |
5 |
11 |
14 |
3 (+1 Unknown) |
Position 4 |
4 |
14 |
11 |
3 (+1 Unknown) |
Position 5 |
7 |
13 |
10 |
3 |
(wow, those are some weak ass color contrasts, but I'm not redoing the entire scheme code)
So overall positions 3 and 4 seems the most unpleasant, with 3 potentially creating the most amount of nasty. But of course, I haven't nuanced this breakdown at all, as in weighing which abilities are more pos/neg than others; so for instance, this doesn't really make the other positions look any better, considering they have stuff like Cremation, Mind Control, Hunger, Parasite, Immolation etc.
My conclusion is that, indeed, there is no safe choosing in this matter and we'll have to go through most of these positions anyway. It's clear that the Hosts have made this pretty balanced and it's more like a crazy mix, as if we jump from one entire game setup to another each Day (wait, this isn't Inception...

), each with its virtues and nightmares, so we'll just have to navigate and suffer through them. However, my impulse right now is not to get rid of the worst-looking, because I think the amount of nasty effects and chaos would be different on D1 (with most of us unrecruited yet/unaligned) rather than later, when we have a better chance to look for patterns and such.
But this is overanalyzing, so tl;dr version is: right I feel like going for 1 or 2, out of which I think I prefer 1, even though it has cremation and mind control, because I'm not in the mood for Hunger and shit like that from Day freaking 1 already.