This is completely debatable. Don't just say you don't like it.
There seems to be a misconception to how my suggestion works so I am rewriting it to better explain the purpose of it.
To understand where I am going with this suggestion, let's start with the definition of a guild.
The term guild relates to a medieval association of craftsmen or merchants, often having considerable power. Obviously, medieval is not applicable to this game but the rest of it does have relevance. Basically, guilds were the early versions of modern day unions. The general definition is an association of people for mutual aid or the pursuit of a common goal.
Good examples of guilds of the time were Carpenters Guilds, Blacksmith Guilds. In modern gaming, guilds were applied to playing styles, to include such things as Warrior Guilds, Thieves Guilds, Craftsman Guild, Mage (Magic/Wizard) Guilds, etc.
Now, in Pirates Glory there are two features in this game that match the definition of "an association of people for mutual aid or the pursuit of a common goal." Those features are GUILDS and NATIONS. That is correct, a NATION in Pirates Glory is an association of people for mutual aid and/or the pursuit of a common goal. Since both of these features apply to this definition, the root meaning of each must be used. Nations are a collaboration of people with different skills/jobs such as traders, bankers, manufacturers, military, etc. Guilds are a collaboration of people of the same skill/job, player role, or that lean towards a particular game playing style. Guilds must serve this purpose, as it cannot serve the same purpose as a Nation, and a Nation cannot be made up of just one type of playing style. If both serve the same purpose, then one feature is unnecessary and can be eliminated, as it has no benefit or significant purpose.
Building on this, there are theoretically several types of applicable guilds that can exist currently in the game. However, as a set guild structure has not been developed in this game as of current, guilds are technically all the same from a game perspective, and serve no additional purpose that a Nation already serves. The only differences between guilds are defined outside of the game by players. Currently, user defined roles for guilds include Merchant Guild, Nation Guilds (although not many exist), and Privateer Guilds. Each guild has its own set of rules, defined by the guild owners. So there are, for example, merchant guilds that do not tolerate plunder battles outside of nation missions, while others may not be as strict.
Now on to my suggestion. To better enhance guilds as a whole to include future development, Guilds should be defined by Type. The type is just a baseline for the guilds purpose and allows for Guild specific bonuses to be applied when implemented. Rules/Laws are still player defined and can be implemented similarly to Nation Laws. As stated above, Guilds should lean towards or favor a particular playing style or game role. This does not prevent players that use different styles or games roles (bankers for instance) from being in any particular guild type, they may not receive a benefit that suites there playing style or role.