I love the inducement system and I don't want to return to a situation where overdogs would "deserve" to be clear cut favourites. That being said, I do think that a few inducements are bit too good, while others are slightly bland or even pointless. So this is how I would tweak inducements:
+30K UNL Freebooters: Player filling any empty roster slot. Has Loner.
+80K UNL Mercenaries: Player filling any empty roster slot. Has Loner + 1 chosen non-doubles skill.
xxxK 0-2 Star Players: I'd add +30K to the price of the non big-guy stars (who have already been bumped), to make freebooters and mercs a better deal.
50K 0-2 Bloodweiser Babe: +1 to KO recovery roll
50K 0-2 Magic knuckledusters: Assign to a player, treat as a skill: Player may use a +1 modifier on armor roll inflicted by block/foul, but if so, the injury roll is an automatic stun.
100K 0-3 Bribes: No roll. A player sent off is put in reserves instead. A player sent off for having the Secret Weapon skill may not take the pitch on the following drive.
100K 0-4 Extra Training: +1 team reroll.
100K 0-2 Healers: Treat as apothecary for any team. (Igor deleted)
150K 0-1 Wizard: Fireball only.
250K 0-1 Master Chef: Roll 2d6 (each half). Each 2+ steals a reroll.
Comments are welcome

Cheers
Martin
(The bribe tweak was a bit spontaneous. The rest are more well thought through.)