First of all thanks for getting up a game on such a short notice 
However I don't like the following rule proposals at all.
Cultists have already the big advantage that they can win with any pack (once their original pack is dead). Giving them an automatic bless only increases that advantage. I really don't see the need for that.
Automatic blesses for cultists and sorcerer will result in lots of no hunt nights. This will slow down the game, which IMO is not good, especially not when this game will have more than 25 players, which I hope it will have.
Of course a lot of the real effects of these changes depends on the set-up. If you don't have cultists and/or a sorc in your game the effect of these rule changes is zero. But because I can't assume that they are not in the game I think it's better to address my concerns.
Cultists ae historically the most disadvantaged role in the game by far. Especially unattached ones but it applies to both kinds. Making them a bit more fun/powerful is surely a good thing.
And no I don't think there will be many no-hunt nights. 1 sorcerer, a few cultists...on average 1-2 no hunts would be expected to arise from this, and and any more than 3 would be highly unlikely.
Anyway, there are other ways to keep the pace of a game. Brutals, hunters, OEOs, etc. Saying a game will be slow when you don't know the setup is premature. Personally I would try and
slightly compensate for it, by having a few more potential killing traits, if I were the GM.
I would just to say happycats that with these changes in, in an otherwise normal setup, the goodie side will need to be slightly compensated. Put in a couple less wolves, give the goodies a few more big roles, something like that.
Not sure if I'll play yet. Didn't intend to but this is partly my idea.