Win-more mechanics are, unfortunately, already a pretty big part of syndicate play.
When a fixer has more stock and liquid capital, they can afford to sell at a loss or undercut the competition in anti-competitive ways. This can be hard to turn around, as there's only so many of any given X free and available on the market.
When an architect has hit 'critical mass' of fostering a community of informants, placed assets, people in key roles, etc. then you run into an issue of that network becoming a self-propagating thing as instead of one or two people working this angle of 'expansion of manpower, eyes, ears, hands' you have half a dozen, a dozen, more. The very social and cliqueish nature of these sorts of games also heavily play into this snowballing effect.
Enforcers play a key role in fixing the issues of the above two things getting out of hand. But how? Squeezing lowbie and middleman until they pop and either defect or step away from the competition. This is a very deliberate move. When your rival's fixer decides to start spreading the love and gearing up some key allies, in comes the enforcer to 'liberate' these goods for their own faction. And when a rival faction isn't operating at full capacity, the enforcer is able to potentially get some W's across the table on the rivals in a more direct manner.
Caveat to all this being- even though you're an enforcer and playing the 'syndicate game' and you're playing with other cells directly, what winds up happening are the things that really piss people off, which have been described here and other places in detail. One of the biggest issues is that some % of the playerbase doesn't even realize that they're getting played as pawns or assets on this game board, so when they start getting outside pressure and slapped around a bit, they tend to cry out the loudest. Why am I suddenly having a hard time? Why is someone pissing in my cornflakes? What do these spooky messages about staying away from person X mean? They're my friend, man!?!
One of my take away items from Syndicate play, and one that I'd like to see changed, is that right now, syndicates are basically 'choose a color flag.' There are very minor cultural differences between the active cells, sure. Mechanically they're more or less identical. One cell doesn't codedly have this advantage in X,Y, or Z arena. So besides the charismatic powers and potential to hand out lollipops to people from the cell members themselves, the cells, in my mind, are more or less the same. How would I do this differently? I'm going to make up some silly nonsense below to demonstrate:
You can skip all below if you're not all that interested in 'syndicate culture & biz'
Goofy examples of how we could push theme and custom for cells with a bit of a mechanical tweaking, using existing systems. Make them stand very distinct from one another, make people chase benefits of a cell, and not just signing on for whoever's winning the hardest on any given quarter.
Chinatown: Ahh, hookers & automatics, reminds me of Saigon. 20% lower import costs on automatics, knives, makeup and sex & fashion chrome. 2 hardcoded 'mistress of the night' jobs in their quarter paying $$ and 1 madam of the house job for $$$. These chums specialize in making problems go away in a barbaric, messy and loud manner.
Kyoto: Honorduels and backalley murders: It's all about swords, pachinko and pushing that smack to little billy. 20% lower cost on all long blades, silks and cottons and speed junkie chrome. 2 hardcoded dispensary jobs in their quarter for pushing mid-grade, but always available spread of 2-3 chems. One pusher, one muscle, one manager. $, $$, $$$ in that order. They're very adept at both working and ghosting people without anyone but the target knowing of it. Breaking and entering, dipping, robbery, intel network warfare? They're your go-to.
Gulag: Hard-drinking hardasses with a penchant for ranged warfare and shady clinics. 20% lower cost on all rifles, ripper gear & medical gear. 1 hardcoded unlicensed 'surgeon' job for $$$, 1 'chrome broker' doing $$ weekly, and 1 clinic pusher pumping pain pills for $. These are the chums you go to when you want someone to wake up in a tub of ice or dumped outside a clinic on gold covered in incisions.
San Mayo: They're all about hotrods and handguns: 20% discount on handguns, lead pipes, car & AV parts. 1 Chopshop job, one 'shipping and logistics expert' job, one job spreading their spread of chemical filth to the streets. Their specialty? Non-lethals. Kidnapping, ransom, extortion, GTA, to name a few. But also capable, unbiased moderators and arbitrators- should they be well compensated for their time.