Honestly I think the dev team can still do more. The original settlement Vikings got improved gameplay. From fixed productions of coins from shrines to 6 options with varying efficiency. When roads all the sudden started to cost cultural coins, they’ve fixed the issue by providing daily cultural coin bonuses.The Mughal Empire had some minor changes, like the addition of rupees to the first couple of quests. There I agree with you, that we could have done more.
IMHO they can still redeem the errors and improve the Mughal empire’s gameplay. Very easy to rebalance: move the first cultural coin producing building to be the first to unlock, adjust the time requirements accordingly, synchronise the final quest in line with all other settlements and done. The Mughal empire is finally decant balanced and more fair to play through. I know the devs are busy but why would such minor changes with such major improvements be so difficult for them to actually do? Acknowledging the mistakes like the PvP arenas first attempt.
Good point though I feel like the dev team could really still make a big difference for the Mughal empire. If those fixes would be implemented it’ll be an more uniquely interesting settlement.But this now becomes very off-topic, so let's get back
As for the perks. I think the best bonuses would benefit the guild in GbG, GvG and/or GE. Either buffing the members or the guilds abilities. With some disadvantages for the guild to deal with. Further more I think the best execution of the perks are either of 2 systems: indefinitely buffs but with weekly deterioration. So, guilds must maintain their buffs if they wanna keep them. Another possible well execution of the perks could be given guilds 3w to picking up to 3 buffs, team building those buffs up to lvl3. Then activating the buffs. Which will be lasting for 3w, in which the guild can focus on a set of new buffs or extending their fav buffs for another 3w. This second system is best to compare with the events bonuses that lasting for a few days and are automatically activated and gained from sufficient progress during their respective events.