Good point on CQC as it relates to a PVP mode. However, Guild-vs-Guild combat isn't quite what I had in mind during this discussion

(It may entertain a number of other players who are a touch trigger happy in open though, so again - good point well made.)
I'm unsure as to what exactly you're looking for from guilds that doesn't already exists.
I am completely behind ideas for people to form clans, get their own clan channels, have a way for the game to allow identity of clan members etc. There is a whole lot of depth that could add to the game if done right. Clans could, for example, get collective influence over minor and major factions. If one of your clanmates committed a serious enough crime (such as murder) maybe all of your clan get a bounty on them and are outlaws.
That'd be great!
But owning stations? That just doesn't work in this game. Stations are owned and maintained by local factions, which are themselves normally comprised by the citizens of that particular system. The stations pricing, services, outfitting inventory etc is determined by the tech levels of the system and the types of goods that system produces. It's very much a part of the universe.
If you start taking stations off in-game factions and hand them onto players, who can (and will, despite protestations) arbitrarily decide to deny docking unless arrivals say "oh yes master, you are the best space captain ever" you do two things:
1. You enable griefing on a massive scale, and give people the tools needed to cause organized griefing.
2. You rip parts of the game out of the Elite universe and put it into the hands of random people on the internet, making roleplay or immerson next to impossible in some instances.