I've taken on board the supervisors comments to improve the game. I changed the art to make text clearer as well as highlighting important text with colours. The soul cards now look more like I.Ds, which adds to the roleplay and makes it clearer to the players the purpose of the card without even having to look at the rules.
To deliniate the difference between the soul cards and the evidence cards I tried to make the evidence cards look less like I.Ds and added the colours to text so that players can immediatley see wether its a good or bad evidence without having to flip the card over.
I've also tried to adjust the instructions to make it clearer and quicker to understand how to play. As agreed upon with my group I've also put more emphasise on the Judge role to manage the game in terms of keeping the fun. They get to decide on the limit for speculation within the players arguments since its quite difficult for us as designers to set the marker for acceptable vs unacceptable arguments when there's an inficite number of possibilities of what could be said. We felt we could end up limiting the creativity / fun of the game if we were too restrictive so we've leveraged the Judge role to be the ref as well as generally making sure the game runs smoothly and is fun for everyone.