She comes back shortly after the suit is done, with a summary of who's how easy to subvert. There's a Protectorate division, obviously. PRT Director Armstrong is annoyingly fair-minded when confronted with someone who may have been less than legal in the past, so absent interference he'd probably work to ally with the local villains.
Accord, a mostly non-combat Thinker. To Cherish, he just screams being overwhelmingly frustrated at anything even the tiniest bit out of place. This also makes him absolutely awful to be around even when he can't order your death. Definitely capable of putting aside a grudge to deal with an unexpected Slaughterhouse Nine, but it's anyone's guess whether he could hold to that when an ally insists on speaking informally or tilting their head too far left. His Ambassadors are all loyal to him personally. While Cherish can isolate that faction easily and probably arrange enmity with others, she can't splinter it without being far too obvious.
The Teeth, led by Butcher. That's most of what there is to know about the Teeth, actually. The Butcher has her own powers, plus watered-down ones from the previous Butcher, whom she killed. She is number fourteen. It comes with thirteen other minds, so Butchers don't usually stay sane very long. The Teeth follow whoever is the current Butcher, because they're differently insane. Most of what they do is ordinary violent crime and drug selling. If someone arranges an unplanned assault by a Teeth cape on a PRT team or cape, that could spiral out and escalate.
Blasto, a plant tinker who is holding East Allston by himself. Frequent opponent of Accord, who is disgusted by him slightly more than by everyone else. Has similar rivalries with one of the Teeth and some unimportant independent villain.
The Travelers are in town. Probably not for long, what with all the traveling, so if the Nine hold off for a bit there'll be that many fewer capes in play. They don't necessarily like each other much but are very tight-knit. More interesting is that they have a hidden teammate who they keep voluntarily locked up. She has some powerful but dangerous ability, which she hates, probably because of unwanted physical changes. Cherish can recognize that feeling. The hidden girl is not always in control of herself, and on her bad days her friends—former friends, most of them—are afraid of her.
From the Keres' point of view, of course, it's all about the powers. None of the heroes seem uniquely interesting, with the possible exception of a Ward made of metal. No need to eat or sleep...and immune to Cherish. Butcher would be a fantastic prize, but killing her would be a gamble. Might risk becoming number fifteen. The Teeth have some promising-sounding powers among their lesser members: one changer can also temporarily cancel powers, one creates clones that quickly fade from "dull" to "brain-dead" but would be absolutely terrifying if combined with Crawler's bulk, and one potentially useful force field power. Accord's people tend to have strong powers in addition to being extremely competent. Notably, their field leader has an area-effect trump power that can strengthen or weaken parahuman effects with only slightly more difficulty than mundane physics. Blasto she already wants to target. One of the Travelers is publicly a Changer who can pick her own form with few or no limits, but Cherish says that's a lie. The fantastic beasts that get addressed as "Genesis" are projections; the girl herself is wheelchair-bound and unhappy with it. The real question is whether their other teammate should be targeted.