I dislike the guildmark system because it really isn't a customization effort at all, it is just another mindless requirement from grinding your brains out on guildleves.

First of all; the current marks aren't unique enough to constitute even a "talent tree" system. There are only maybe one or two useful traits per class.

I would like to evaluate guild marks from a mage point of view, because it is what I am familiar with the most. If the traits are different with melee, I'd like to hear your viewpoint because I have very little experience in that department.

Anyway. Take THM and CNJ for example. You have the 10% affinity traits for both, which are pretty much a no-brainer to equip on either class. Other then that, the stat ones aren't that useful unless you level up a completely unrelated class to get something like... STR -> MND +10. Which again, just constitutes another mindless grind.

If they keep guildmarks (which I wouldn't be AGAINST, but I think they could do better via quests), they should approach it somewhat like a talent tree, but MUCH less cookie cutter than say WoW/Rift.

This data could change when the 1.20 class balance list comes out next week, but this explanation is still valid so.. bear with me.

THM deals with astral and umbral magic. Lets give THM a traits that boosts umbral by 20% and weakens astral by 20% and vice versa. Then lets assume that you can equip that on CNJ. Your CNJ instantly gets a 20% boost to umbral elements, while negating the astral elements. CNJ could get individual traits for each element.

Some more examples could include having traits that boost healing potency, magic accuracy, etc; while negating another aspect such as MP regen, total HP, etc. Some traits should also be prevented of being equipped if another trait is equipped.

They could also make crafting guild marks purchase special materials only obtainable via guild marks. This could be especially important for HQ formulas that will be introduced with the next patch and further down the road.

However again, I think each of these could be better implemented via quests. Why? Because it continues to remove the importance of guildleves. Guildleves aren't fun. SE knows that. Removing guildmarks is a great way to further reduce the necessity of guildleves. Unfortunately, guildleves still give relatively decent exp and there isn't a lot of content aside from grinding that gives enough WORTHWHILE exp. Side quests still need a boost, and the more CLASS QUESTS there are per class, the overall content of the game gets increased. It also encourages better story-telling, mission oriented tasks, and it can even include party play if necessary.