I have mentioned two flaws with the original idea and counter solutions with points to back it up:
Instead of simple reset of rating, Introduce guild size brackets to really level the playing feild
Don't mess with RP gain, Introduce new Reward currency for more exclusive buff packs
In both of these, I see large flaws:
First - Guild Size brackets - how do you break them down? How will you count inactives? How would you suggest dropping the brackets so that there is enough "active" guilds? Just like the ladder bands that you see in PVP now, you'd run much into the same issues with GVG, as guilds continue to dwindle in size and larger guilds continue to recruit those player away. There's more questions that I could come up with, but am moving on.
I would like to say that I can both defend and argue against your point of size of guilds in GVG. Smaller guilds have an advantage in terms of coordination and just buffing players. With less players to buff, there is less stamina. On the same note, there are also less members to be online. Where you have larger guilds like LWS and ND where there are usually people from different countries on at all different times. Larger guilds, while requiring more buffs, also have the advantage of having more members online at times, more members that can help buff (ie carry the load of stamina) and to help. As I'm sure Lap and Teh can attest to, being in a GVG guild really comes down to preparation and a buy-in from members (irregardless of reason) to help defend the guild.
To your second point, there is an easy way to offset the gains that Rye has suggested - introduce new rewards to offset the "short-term" increase in RP coming into the game and offer new, more expensive RP packs that help guilds defend in GVG (especially larger guilds) that enable buffs above the buffable level (not composing or epic potion levels). Honestly, with supply and demand, the market really isn't going to "tank" persay. It is going to drop like it does now because there is still an increasing supply with less demand (less players needing the RP epics). Thinking about the idea that Rye mentioned where attackers get no RP in Draws and Losses, that would significantly change the market as well. If defending guilds received 2x RP they get now for a draw, then I'd bet you'd see some increase in the defense process, and require attacking guilds to actively defend. Granted there is room to take advantage and work with guilds to "game" the system (it would be against HCS rules, so could result in bans), it would be an interesting idea to see.
Rye - you know we've discussed this topic at length, both in guild and in the past when we were in separate guilds. I support the idea, and hope that it continues to see the positive feedback and the negative to help balance the idea. I'm all for more activity within GVG, and I've tried to post about it multiple times. I'm all for bringing more activity to this part of the game, and be able to help others expand their horizons to experience the fun that GVG between guilds can bring. It is an experience that helps expand your knowledge in the game, and helps strengthens the bonds between your friends and guildmates. I highly doubt that I'd have most of the allies on my list without PVP and GVG in the game in some way, shape or form.