Okay - Instead of whinging I am gonna try and present a solution here. This is intended as a discussion - so lets hear your thoughts.
Here's what I'd propose needs to happen.
Drop the minimum teams requirement for a guild challenge.
Everyone in a guild plays in a guild challenge(standdown for new members applies).
Heals sent this season is publicly available(maybe aggregated).
Random matching is dropped and replaced by the ability to challenge any team within (10?) rankings of you on the ladder(Or maybe a subset which changes similar to the individual ranking system).
A change in scoring system - beat a team the first time - get 2 points(Or maybe more....see below). Beat them a second time - get one additional point.
Retain a guild challenge history(if there's a data volume problem limit it to 30 days - but I can't see that being an actual issue. All that needs to be kept is the opposing guild and the score).
What does this achieve?
First you can have a reasonable idea of how active a guild is before you join it. A new guild lands at the bottom of the rankings, but can play challenges and advance immediately. An inactive guild will naturally drop down the rankings because they never get a point in a challenge. Guilds who want to rebuild can drop players who are inactive without fear of being excluded from playing Guild Challenges. Every guild challenge is meaningful from a ranking perspective, and every team gets an opportunity to play both their games for points within the challenge.
In regards the scoring....maybe we make that even more advanced. First win against an opponent is worth 10 points, second is worth 5, all others are worth 1. That way all teams can play their games and earn points, but there's a definite incentive to beat the unbeaten teams, but if a team is unbeatable for anyone in the guild they can still accumulate points against the remainder of the guild. Imagine tactics in a GC that go beyond assigning a cash cow!
Some of this is off the top of my head, so don't just say it's stupid, tell me why it's stupid and what's better.
Here's what I'd propose needs to happen.
Drop the minimum teams requirement for a guild challenge.
Everyone in a guild plays in a guild challenge(standdown for new members applies).
Heals sent this season is publicly available(maybe aggregated).
Random matching is dropped and replaced by the ability to challenge any team within (10?) rankings of you on the ladder(Or maybe a subset which changes similar to the individual ranking system).
A change in scoring system - beat a team the first time - get 2 points(Or maybe more....see below). Beat them a second time - get one additional point.
Retain a guild challenge history(if there's a data volume problem limit it to 30 days - but I can't see that being an actual issue. All that needs to be kept is the opposing guild and the score).
What does this achieve?
First you can have a reasonable idea of how active a guild is before you join it. A new guild lands at the bottom of the rankings, but can play challenges and advance immediately. An inactive guild will naturally drop down the rankings because they never get a point in a challenge. Guilds who want to rebuild can drop players who are inactive without fear of being excluded from playing Guild Challenges. Every guild challenge is meaningful from a ranking perspective, and every team gets an opportunity to play both their games for points within the challenge.
In regards the scoring....maybe we make that even more advanced. First win against an opponent is worth 10 points, second is worth 5, all others are worth 1. That way all teams can play their games and earn points, but there's a definite incentive to beat the unbeaten teams, but if a team is unbeatable for anyone in the guild they can still accumulate points against the remainder of the guild. Imagine tactics in a GC that go beyond assigning a cash cow!
Some of this is off the top of my head, so don't just say it's stupid, tell me why it's stupid and what's better.