I also agree that this game has a major problem with their guild events, especially the last Miu Twin towers event and this Raid function.But the devs have to handle reward with care coz allowing much better reward based off total dmg dealt will create power creep at top guilds. Small guilds may cease their existence immediately and hierarchy status of top guilds will be very solid and the flow of players will move to the top for rewards. Average guilds or general guilds will remain but hopelessly coz their members, despite spending more in the game, will not be able to compete with even low spenders at top guilds.
I suggest the developers to take into consideration smaller guilds when designing these events/features.
Suggestion for helping smaller guilds:
For Raids:
1) The HP for the Raid bosses should scale from maximum of 35 players to a minimum of 12 players (capacity which a guild starts out with)
a) So the HP of a Raid boss for a guild with 30 players will be proportionally less than the HP of a Raid boss for a guild with 35 players
b) But the HP of a Raid boss for a guild with 5 players will be the same as the HP of a Raid boss for a guild with 12 players. Reason why this scaling doesn't go any lower is to prevent abuse and also the possible propagation of 1-man guilds (if the scaling went all the way down to 1 player, some player may find that it might actually be doable to be a 1-man guild and solo the raid bosses for rewards if they are powerful enough)
c) However, this HP scaling will give pressure to guilds having to kick out inactive friends/friends who went on holiday/people who are not contributing much to raid, because it would be easier without them (Lesser Boss HP)
d) So to counteract this problem, Boss HPs could start from the base HP proportional to half the guild size (minimum scaled to 12 players)
e) So for example, a 28 player guild would start a reset with Boss HP proportional to 14 players, and a 20 player guild would start a reset with Boss HP proportional to 12 players.
f) When the number of players participating in Raid exceeds the number in Part (e), the Boss Total HP will increase accordingly to a new amount.
g) So if 16 players start taking part in the guild raid in a 28 player guild, the Boss Total HP will increase to reflect the correct amount for 16 players (from 14 players).
h) This prevents guilds from kicking players before reset day and then getting those players back after reset as it would not matter - the Boss HP will increase in real time as more people start attacking the boss.
h) Boss Total HP can only rise after each reset and cannot fall in between resets. This is to prevent guilds from kicking players to "clear" a boss.
I feel the above suggestion with some tuning could help guilds (especially smaller guilds) and people who chooses to stay in smaller guilds with their friends in VF,
It could similarly be applied to future guild events like the Miu event for the guild points.
Right now, a blanket HP/event points balanced for 35 players means that smaller guilds in general are not able to participate as well as they should.