We created and connected all the interacting systems as soon as possible, allowing us to test and get a feel for how the game played. Especially how the different roles all interacted with one another. This allowed us to deepen the systems connections and fix what didn't work.
The werewolf hunting behavior seemed too random at first, so we added a rule: The werewolf is attracted to the smell of blood, and hunts for wounded villagers first. This means if they attack a villager during a night, and injures them, they will probably go for them as well the next night, so the player knows what to expect and can plan accordingly.
It also organically creates interactions, like the possibility for the player to harm a villager on purpose with a bear trap to use them as bait for the wolf on the following night!