So my point is that typically you don't want to give town no means to defend themselves if scum overplay their hand. You want scum factions to have an incentive to be fairly well hidden and not be too suspect during the day. If you give a role the unstoppable condition, which would be what it would take to bypass Flower's roleblock, then it doesn't matter so much if they're a suspect or not. They can keep firing off their ability during the night.
The other point is, with a double possible kill between Mafia and an Indie faction the Math gets VERY silly, very quickly if Town never has a chance to prevent some of the kills.
Look at this Math. (Hypothetical on how quickly the town could lose.)
9 v 3 v 1 (which is our best guess at the moment for what the setup is.)
Day 1 mislynch
8 v 3 v 1
Night 1, both kills go off successful into town targets (Town is twice as likely to get hit even with cross fire from Mafia and Indie)
6 v 3 v 1
The town is already on the brink of losing the majority, beginning of Day 2. That's pretty rough.
So I do not think Ratchet would give the indie any unstoppable kills, or at best a single x1 unstoppable.
The town needs to negate at least 1 kill within the first 2 nights or faces complete extinction.
Tl;dr incredibly unlikely we need to be concerned about unstoppable kills in a 9 v 3 v 1 setup.