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I'd argue they both have their strengths and weaknesses. Vampires are amazing, without a doubt, but can't expose themselves to natural light. Unless you HEAVILY dampen the sunlight in your run, this significantly hampers their ability to help out during raids. It relies on a raid happening at night, or you luring all the raiders inside which is dangerous itself.
Werewolves, on the other hand, can lend a mighty claw literally any time, subject to a brief period of rest after raging. Werewolves SHOULD naturally heal at an accelerated rate, too, but the author either deemed that too OP, didn't have a way to code it, or put it in and I've been blind to it.
As far as the full moon... You can disable this. :D Every werewolf, once blooded, can choose to disable moon fury temporarily. (This doesn't account for the first change, of course. You're on your own there.)
So yes, in short, it's a lot like the source material: Vampires are arguably stronger and more versatile, but they're vulnerable during the day to compensate. Additionally, the author didn't include Gifts, which give werewolves a great deal of versatility in Werewolf: The Apocalpyse, so there's that. Also, technically speaking, you're not supposed to see very many vampires above Gen 7, so assuming the mod sticks to that (I haven't tested extensively), that also creates a sort of balancing effect.
Note: Werewolves are also superb hunters! A werewolf in Lupus is going to hunt far more efficiently than anyone else in your colony, and can do so at any time of day.