Agree. You can make any changes to this feeder. Someone may like these changes or not. But the result will be the same: the players will adapt. But there will be those who do not want to adapt and will demand that the game be adapted to them (we don't want to build our treasury, so nerfed camps for everyone. We don't want to gather a team to storm the starting province, so remove the attrition in it. and so on). But I don't see a single suggestion to remove the feeder and replace it with competitive gameplay for guilds, as it was conceived at the very beginning.
The big fighting clubs will always be the strongest that is not the point, it' s not that the other guilds want to beat them, It is about making it more attractive for everyone and not only the fighting clubs.
And for normal guilds it's not that they don't want to build treasury, and it's not that they don't have a starting team. but you can start and take sector , maybe two and then you are blocked by fighting clubs and 4h later you loose those two and they leave a 159/160, with no attrition around hq they have at least a chance to take back a sector and more important do some fights (they also likes the rewards)
Further a normal guild build a treasury ,but a normal guild accept new players and help them and if they want to buy SC very often have to pay also irongoods and no guild has a big treasury there.
So if you want to have a chance in GbG and compete with fighting clubs you must change a guild into fighting club, rejecting all players that do not 1000 fights , rejecting all players that are not at least future era, so real guilds are condamned to just look at the map and wait every second GbG to drop down a league so they can also enjoy a bit of the GbG.
You increase the gap with normal players more and more , and FOE is becoming a game for the maybe 5% of big whales that have time to do fights all day and night long.