So
in an earlier post I mentioned some brief ideas for handling vampires. Basically, I wouldn't restrict them to drinking blood, burning in sunlight, etc but allow far more in the way of customization. The only thing that all vampires have in common is that they must feed, typically on humans. Some drink blood or tears, some feed on emotions, some drain sanity, some feed through sex, some feed on already dead bodies, etc.
More
Lost Girl,
What We Do In The Shadows, and
American Vampire than WW.
Now comes some ideas for werewolves.
WerewolvesCompared to vampires, werewolves get the short stick in popular fiction. While vampires get laundry lists of superpowers because Dracula had lots of superpowers, werewolves generally get nothing beyond shapeshifting. There's never been a Dracula-equivalent for werewolves.
WW is pretty much the only time werewolves get many superpowers (although that's par the course for WW splats).
As with vampires, I would offer far more customization for werewolves than usual. Dresden Files' lupine theriomorphs, WitchCraft's ferals, The Everlasting's manitou, The Order's Knights of St. Christopher, etc. I think you should be able to create whatever you want.
Werewolves can have various origins: magical study, a talisman, a curse, a mental illness, pact with a spirit, a ritual, etc. If we're using animism, then all werewolves invoke wolf totems to transform. Or other predatory animals. The Everlasting's manitou can be bound with spirits of minerals or plants!
I'm leery of infectious werewolves because the infectious element raises the question of how humanity survived the dark ages. WitchCraft (and other works) explain this away by stating that the wolf spirit can only attempt to infect people who experience near-death-experience as a result of a werewolf attack. WitchCraft also has hereditary passing of the spirit (which is limited by slow human reproduction), and when a werewolf hunter kills a werewolf the spirit may attempt to possess the killer to survive (which is zero population growth).
Socially you could devise a number of different organizations for werewolves, depending on what the goal of the organization is: accumulate temporal power, eco-terrorism, police the spirit world, hunt down Cthulhu mythos invaders, police abuses of magic, hunt down bad people, etc.
There's no reason to be limited by WW's idiosyncratic games.