Zestana,
You *do* seem to have a fairly transparent agenda at work here, Zestana.
When I created the guild, I decided that there would be zero emphasis on guildstat. It is a completely throw-away concept with the ogres. Sure, they pay tax and drain exp into the stat just like any other guild, but it doesn't affect even a single aspect of their standing or abilities in the guild. Rather, the concept of skull collecting controls every single aspect of growth - a devastatingly singular concept (especially if you find skull collecting boring.)
When first created, the Ogres were (and still are, frankly) a fairly radical concept in the game. Their strange restrictions and trade-offs continually stress the design of the realms, and result in many buggy problems. The most common of these is that Ogres simply cannot complete numerous quests in the game. I fix these when I am able, but there are still probably quite a few that they just cannot complete. For this reason *alone* it makes sense to let Ogres leave the guild and rejoin without too much hardship (if they want to do a quest, and come back.)
But more than this, I created the Ogres with the idea that they are a very casual gaming experience. You come and go as you please. You do not have harsh roleplay taskmasters controlling anything. No one tells you what to do, ever. Sure, you might be a General or a Corporal, but even the freshest Peon recruit could still belch at you in response to a direct command without any guild-supported penalty coming their way (other, perhaps, than a Volkswagon-sized fist to the face.) Genesis has enough guilds with hardships upon joining and leaving, in my opinion. Both the Mercenaries and the Gladiators (each being of my own design) are meant to cure this issue.
So ... if you for some reason feel cheated that there are guilds that don't get a hot-poker up their trousers for coming and going ... well ... um ... all I can say is perhaps a few beers will help.
G.
Mmmmmm ... pie ...