B when it comes to guilds,
Evil:
Morgul Mages (best solo PVP guild)
Priests of Takhisis (recoded now, so you may want reconsider your statement about healing)
Army of Darkness (best combat stats + lethal PVP ability)
BDA (best solo grinding guild)
RDA (needs an update)
Angmar (designed to be the evil tank guild? lots of complaints about their power though)
Good:
Calians (best team guild, poor solo)
Knights (good allround guild)
Neidars (best tank guild)
Scops (not very up to date and in need of a recode)
Rangers (needs an update)
Some would probably disagree with me about who are goodies and evils, I suppose. Some would argue that Neidars and/or Ogres are actually neutral, and some would argue that Scops are too (just anti-undead). Some even say Calians are neutral these days. One could say that the Secret Society is a goodie guild too, but considering the chaotic nature of kenders and their skillset, they feel more like a neutral guild in Genesis, even though kenders can't have evil align. But the above is how I would divide our guilds into good and evil at least. Edit: And Amberlee feels the mages are "beyond evil", so... like I said, who are goodies and evils can always be argued.

So we have 6 evil guilds and 5 goodie. Both sides have a few "top" guilds in their class, both sides have one or two guilds needing an update. No I don't really see that goodies somehow are the superior set of guilds. I really don't. There are very powerful options on both sides. And I don't think Arman's proposed changes, with the goal of making RDA _better_ is likely to remove the "only viable evil option". Because no, they are not the only viable evil option, and making RDA better will _increase_ the options. And BDA aren't going to lose power? It's just being redistributed?