My biggest gripe with Guilds beyond other things wrong with them is the fact players who choose to run a very small-sized Guild, a small-sized Guild, a medium-sized Guild, a large-sized Guild, or a very large-sized Guild are not given those 5 options to choose from during the process of Guild Creation.
EDIT for clarity: For example, before we create our own Guild, a dialogue box should pop up, asking, "What size Guild do you want to run? Material and Item requirement costs for Guild Upgrades will also be balanced according to your Guild size choice. Note: Your choice of Guild size is permanent, unless you create a new Guild afterward, so choose wisely."
And the 'Member cap' options to choose from would be:
1. A very small-sized Guild that caps out at 100 Members
2. A small-sized Guild that caps out at 200 Members
3. A medium-sized Guild that caps out at 300 Members
4. A large-sized Guild that caps out at 400 Members
5. A very large-sized Guild that caps out at 500 Members
Since there are 5 options to choose from like in the above example, Anet’s Developers would have to divide all Material and Item cost values for each and every Upgrade like so:
If option 1. is chosen, divide all Material and Item cost values for each and every Upgrade by 5.
If option 2. is chosen, divide all Material and Item cost values for each and every Upgrade by 4.
If option 3. is chosen, divide all Material and Item cost values for each and every Upgrade by 3.
If option 4. is chosen, divide all Material and Item cost values for each and every Upgrade by 2.
If option 5. is chosen, since 1 cannot be divided, all Material and Item cost values for each and every Upgrade remain the same.
That is only fair because players who choose option 5. already know such a big Guild will have to be ran in such way to encourage as many Guild Members possible to contribute to the resources required for Upgrades, whereas much smaller Guilds (with our current Guild Creation system) are otherwise often stuck with very high Gold costs to Upgrade their Guild with very few Guild Members. Smaller Guilds (notably options 1. and 2.) may encourage contributions from their Guild Members to help with costs, yet smaller Guilds are also more susceptible to going dormant/inactive, that or fewer Guild Members actually help.
Therefore, the difference between choosing a smaller-sized Guild using this system vs. a bigger-sized Guild using this system is smaller Guilds benefit from cheaper Guild costs, yet they sacrifice the potential to have way more Guild Members, while bigger Guilds benefit from the potential to have way more Guild Members, yet it costs more to Upgrade the Guild, and while it costs more, it is more easier when a bigger Guild with more Guild Members contribute to the costs.
There is absolutely no imbalance in the system I have devised, assuming a sufficient amount of Guild Members in either a small Guild or a big Guild contributes, in conjunction with the fact there are drawbacks on both sides to choosing a smaller Guild size or a larger Guild size. However, if either a smaller Guild or a bigger Guild has players who do not contribute very much, no matter the Guild size, of course there will be an imbalance in Guild Upgrade progress. That is to be expected at that point.
As of now, the current Guild Creation system automatically assumes every player wants to run a very large Guild from the very beginning that caps out at 500 Guild Members whose Upgrade costs are outrageous for players who want to run a smaller Guild. However, the system I devised balances out the field for smaller Guilds where Guild costs are not through the roof.
NOTE 1: The algorithm I used in the above serves only as an example. Anet may choose to use different algorithm to balance Guild costs, that which also balances the time it takes/costs for smaller Guilds to have in Guild Upgrades what bigger Guilds have in Guild Upgrades, so they take roughly the same time if you were to pit a smaller Guild vs. a bigger Guild against each other.
NOTE 2 : The term 'cost value' I refer to in this case means 'the amount of an item' required for any Guild Upgrade, not the actual cost of any item. Therefore, all required Material amounts and all required Item amounts would be divided by x depending on what Guild size players choose (exception to the rule for certain Guild Upgrades requiring only 1 Item that cannot be divided that will remain at the same value, no matter if you create(d) a very small-sized Guild or a very large-sized Guild).
NOTE 3: Since all numeric values will not be ‘even’ using my formula above, certain values would then have to be rounded off to the nearest tenth (exception to the rule for certain Guild Upgrades requiring only 1 Item that cannot be divided that will remain at the same value, no matter if you create(d) a very small-sized Guild or a very large-sized Guild).
A piece of feedback I received to address the fact smaller Guilds with less Guild Members will NOT progress any faster than bigger Guilds with more Guild Members from the Guild Creation system I devised:
You want to pay 1/5?
You should get 1/5 in terms of space ( guild dimensions ) and features. If a large company can afford a pool, not necessarily a Small one could afford the same, unless found and resources.
You are going off the misplaced assumption that somehow smaller Guilds are going to make out like a bandit vs. larger Guilds from the Guild Creation system I devised when they are really not. It is only common sense that, for example, if a player chooses option 5. with 500 Guilds Members (maxed), that they will progress at roughly the same pace as a player who chooses option 1. with only 100 Guild Members (maxed) if you were to pit them against each other, assuming at least 25% of Guild Members from each Guild contributed to Guild costs.
How is that so? Because while smaller Guilds will benefit from cheaper Guild Upgrade costs from the Guild Creation system I devised in my OP, bigger Guilds benefit from having more Guild Members, and as a result, they will take roughly the same amount of time to Upgrade as a smaller Guild with less Guild Members.
To make it clearer, a Guild capped out at 100 Guild Members going strong on Upgrades, etc. vs. a Guild capped out at 500 Guild Members going strong on Upgrades, etc., if pitted against each other, is not going to progress faster than a Guild capped out at 500 Guild Members. There is power in numbers, and that is known fact (in this case, power in higher numbers of Guild Members). What is everyone's concern here?
P.S. If anybody else has a better idea (beyond suggesting Anet should scrap the current Guild system altogether) on how to fix this big problem since Guilds were released with HoT back in 2015, let's hear it.