I don't think we should use all three (talking dead, visions for the dying, and first night visions). That might make the sensing roles a little -too- powerful. Then again, I've never played it that way, so I don't know.
Well, the "sensing" roles, with a five person game, will have only 1 night to trigger if they don't also trigger on the first night (assuming they live long enough to do so). If they do sense on the first night, they'll have two shots at most and one shot at the least. With only one night that doesn't precede gameplay's end, there's only a 20% chance of a dying person getting a vision for each role.
Below is a statistics chart. In order, the numbers on the left represent no dying sense/no first night sense, dying sense/no first night sense, no dying sense/first night sense, and dying sense/first night sense.
(0 0 1 1) 20% chance of death at first lynch
(0 1 1 2) 20% chance of death at first werewolf
(1 1 2 2) 60% chance of life after first night
(.6 .8 1.6 1.

average number of senses per role
Lynchings and werewolf maulings become irrelevant to the number of senses after the first night, as the second day's lynching determines the game's winner.
Even in the best case scenario (a role that senses on the starting night and on the first night), the Wizard has only a 50% chance of finding the Seer (2 shots spread over 4 people), and the Seer has a 59.4% chance of finding the Werewolf (slightly higher because the Werewolf cannot be the first lynched person). This doesn't remove the challenge of the Seer proving himself as such to the group or the Wizard hinting to the Werewolf the Seer's identity.
Ultimately, I think most any combination of these two rulesets would be okay for a large game, but in a small game, it would have a mild to moderate effect on
It seems that having a first night vision is more powerful than having a dying vision, though.
(The name of the Wizard's role changed since I started making this post. I'm too lazy to fix it.)