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> Evil can act Good, but Good cannot act Evil. Evil has that advantage over Good that cannot be matched.

The assumption here is that being Evil is advantageous. It's obviously advantageous to personal gain, but the relevant thing is whether it's advantageous to staying in power, and then the system you want to design is the one where it isn't.

Notice also that it isn't binary. You can make it harder to be Evil and then have less of it even if you never have none.

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This is assuming a short game. Defection over cooperation dominates short games, but evil can't trust evil in longer play. And I would hope that the default desire is a long game..
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Tangent: I think this illuminates why I enjoy the “evil” route in many RPGs. My evil party doesn’t have to be moustache twirling. They can pick and choose their evil moments. But a good party feels more constrained.

Rarely a great RPG forces my good party to make difficult decisions.

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Funny enough Mass Effect: Andromeda, which I never finished for obvious reasons, actually had a few few moments with pretty thick gray areas where I had to really sit down and think about my decisions. It’s interesting looking back and recalling that mess as one of the only strong examples.
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My favorite was one of the KOTOR games where helping an NPC got you dark side points for taking the opportunity for the NPC to help themselves.
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