From the few responses giving constructive feedback on why people want guilds, so far i'm seeing a sliding scale.
1) It starts with improved comms and group play. This I think most people could accept (am i right?), as any development in this area is of benefit for anyone who doesn't play solo. The same functionality could be used for regular groups of players/friends and for powerplay.
2) The next step up is where we are talking about cosmetic stuff mainly. People wanting clan decals for example. So far FD have no released many special decals, but it could be part of their future business plan. However, this could be possible to allow player submitted decals, but there would be overhead for FD. They would need to confirm quality of submissions and naturally censor them. And if it wasn't open for any player to submit a decal, then i think you could expect serious pushback from the playerbase.
3) Area control - and of course, this is one of the things that those who oppose clans are most opposed to. If this were implemented outside the framework of powers or factions, not only would it add yet another layer of complexity to the existing system (which many people already feel is half-baked) it turns the clan system into a "this is ours" system. I think it might be easier for people to swallow if the option would simply allow for clans to swear to a minor faction (and it seems like this is in line with recent FD announcements, if not so tightly linked). It wouldn't stop other groups or solo players swearing to that minor faction and it could be made so that the whole thing becomes more dynamic with some dev effort.
4) Now we get really controvertial and where many players will balk, which is the things that might be considered special treatment of clans. This could include clan owned stations (if it wasn't also possible for non-clans to do the same, evne if it was a matter of scale), clan discounts, special guild pages, guild storage, etc. Personally, i couldn't bring myself to agree with these as they then differentiate clan players too much from non-clan players. If such things are to be implemented, they have to be available (where possible) to all players regardless of their preferred play mode or whether they want to be in a group or lone wolves.
There is also the matter of lore that keeps coming up. While there are plenty of players who make their group (clan) play fit with lore, you will always get those who want to call themselves Goons or whatever, and has been mentioned, seeing in Galnet a news article along the lines of "Commander xxx_SuckMyKiss_xxx of the Guild XboxersUnite2010" (and that might be a moderate example) would send many players to reread the Jolly Roger's Cookbook and decide where to send a special package
So, from what i'm seeing, there are some nice suggestions so far that would be of benefits for clans, but also of benefit to most users.
If, instead of doing what some people want, and FD focus on improving in game tools, and allowing players to get greater control over minor factions, allow them to act as a form of emergent gameplay, and as possible, tighter integration between powers and factions, it may just be that it will satisfy some of those looking for clan like features.
Those who want special treatment for clans though, with ownership, discounts, etc.... i think, no matter how many polls are run, or arguments made (good as they may be), I don't think FD will bite.
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This game will either grow to support multiplayer groups or it will die on the vine.
If i had a dollar for every time someone posted on the forums a variation of "If FD don't make the game work i want it to work it will die"... id have erm... perhaps a thousand dollars!