Well, seems pretty acceptable, even though the information that you make available at the time is little, but truth is that at this time one can quite get by with just a strong hierarchy and strong rules.
I like the "Branching System", wouldn't I have adopted it as well to the Imperial Trades Guild. Keep in mind that trying to make a guild with crafters, traders and -guards- is usually a bit tricky, for the fact that the guild has to focus in three different parts even though it is clearly, by nature, focused only in two (meaning: the guild's nature "ditches" (as in loses focus of) the guards and makes it hard for recruition, unless you randomly mass-recruit, don't expect to have a good fighting force too soon).
Anyway, good to see another economic-related guild rising, though the name remembers me "Crafters of the Cliff", an in-game guild (maybe a sub-guild of this?..., I never saw a thread about them on the forums, but that may be due to my own inactivity). Good luck, the road of economy isn't currently an easy one, but that simply makes those who try it the more heroic.