Alright, there's a couple of things that might help you (I hope).
1. I'm trying to be consistent through all the issues, so you can find out the patterns that will cut off some extra theories. (Major ones I described below.) Let's say I didn't clearly describe a single protection: you never know whether the victim healed themself or it was someone's help. The content can also be interpreted as one story throughout the days—the game writes its own plot, so to speak. It makes sense for non-homicidal columns especially.
2. I think most pieces of data I implied was cracked by some of you at one point of the game. That's why I don't have the impression that it's that hard. It's just that I didn't notice anyone accumulating something to construct one bigger picture, even in private dialogues when some of you share your ideas with me.
3. The crime scenes are all kinda logical, I think... What can be a hint to the murderer? First—something that was noticed, spotted, or found (keywords for you) at the crime scene. Something that the murderer could bring with them, use there or act. Something that looks odd in such a place. It can't be something about the victim's personality or author's common thoughts. Then, there's always one single hint, one thing to mention (although it can be described in rather wordy expressions). Of course, the way of killing usually directly describes the role of the murderer. (Still, there can be obvious oddities, and it's a bit trickier if the murderer is GM.) What can describe the victim's role?—Everything that is about the victim (duh): its personality, appearance, home, or how the author reacts to their death. What else might be found?—Some funky details of the events, i.e. protections, redirections, many visitors, etc. Just imagine how those weird situations could look in real life and try to describe the events (become a GM for a second!). There come some strange details that are not obviously about the murderer or their victim.
4. George and Editor have their own business to describe; they have one basic idea for each paragraph with maybe too much rambling and too little substance (few details are possible), but these ideas are supposed to be quite common in nature (overall game balance, players' activity, some funny coincidences, etc.). I guess I work with these parts worse, to be honest, so they might be kind of unintentionally misleading, even though I'm trying to avoid it.
I guess I'll make a few micro-changes in the last newspaper, though (15 mins incoming); please, re-read it then.
So, uh... let's summarize. Search for the patterns; look at it as a story that has to follow (kinda) common logical rules; consider the info I gave to you now; try to sum up what you already have. Is that enough?