How about a mix of the 1st and 3rd options?
12 main guilds. 1 for each element.
Players can also make 'subguilds' that allow others with common interests to join (for example, a player makes a "Pestal Guild" for
/
players).
Main guilds have private sections.
Subguilds do not have private sections but can set up alternatives like sync.in.
Pros
Main 12 Guilds help determine elemental stance for events.
Subguilds allow all pros of option 3 and removes the feeling guilds are being dictated.
'Core' guilds will always remain in place regardless of subguilds.
Cons
Quality of subguilds might decrease.
Subguilds may be redundant if clear purpose isn't given.
Being part of too many guilds may cause some subguilds to become inactive.