The main problem I have with the cultist rules are that they're stranded if all the wolves die, even if they're affiliated. To me the key aspects of cultists are that they start unattached, and that they scan differently. But the fact they can't win without wolves devalues any interest those two points create.
The first means that they can play off the different packs while looking to find the stronger one - but why should the packs be interested if you'd rather any number of cultists died to save a wolf, since you can't win without a wolf? So cultists are left out of the loop, or even hunted. The second creates paranoia in the village - but if all you need to do to win is kill wolves, suddenly cultists are only scary because of information. As long as you don't talk to strangers, you're fine. It can even be a bad thing to out a cultist - the baddies can gather around them.
The one change I would make is that when a cultist formally attaches to a pack, they gain the ability to hunt and still keep the game going like a wolf. Suddenly there's an incentive to get them, and an incentive to keep them in the loop. But they still start unattached, able to use their increased value as a bargaining chip. And suddenly the priest becomes valuable even in the end game - rather than having the sole purpose of getting the seer and sorceror as quickly as possible.
I think that's pretty much what randakar tried. And I liked it.