Ideas
This. In club activities, we now have "cast spells" and "cast chaotic spells" as two different things, which means by choosing one and banning the other we can tell club members to only cast good spells - except I reckon they're still going to do things like floralorial a plant and fail the spell so it kills the plant instead. I haven't actually tried it, because I'm not up for that.
What we need are specific club activity options for vampiric sparring and spellcaster duelling, and appropriate equivalents for other occults.
As the lists grow of activities that can be encouraged or banned for clubs, we really need more than five slots for each.
Also with aging on, any club that a played sim isn't a member of is going to age out and disappear - this happens really quickly with League of Adventurers, but the other clubs' members are going to die of old age eventually too. There really needs to be a mechanism that any club that isn't currently controlled by the player, that drops below four members, will automatically add suitably qualified new members from the unplayed sims in order to keep the club alive. Imagine building a club of vampires and a club of werewolves and setting them the same hangout like Paragons and Renegades, but they're doing occult fighting instead of common street thuggery? And generations later you could go to that location - maybe make it one of the places in the city that we visit routinely even if we don't live in the city - and there would be new generations of vampires and werewolves slinking in after dark and then fighting like feral cats. It would definitely spice up a festival that's getting a bit stale!