The issue here is whether or not we would be destined to lead the guild, and I'm hoping this time around we aren't, and moving up to leader while working in the guild remains just an option. And Immersion is used a lot because that is the selling point of this series for many people. For me, the most fun from these games comes from the world and its its logic. If the game lacked sound logic in too many cases then it would lose the people who look for the logic. Bethesda has created a world and as these game progress in development the logic should also improve. Freedoms and choices are some of the best features of these games. And furthermore, you can do a lot for a company and not lead it...In this case people would become valued members of the guilds they participate in and when the time comes, be offered that top position. People could accept the title or remain a valued high ranking member, and continue working for the guild.
Bethesda this time around chose quest lines that make it your destiny to reach leader status once you complete a certain number of their quests. The quest lines were nice but ultimately left the character with broken guilds, and I'd rather not inherit a guild on its last legs especially since I've only been a mage for 60 days, and i'm not even a master of conjuration yet.. But that is my opinion of course.
But I want to be the leader. Its fine if you don't, but I do. It shouldn't be removed because it doesn't make sense or something like that. Its cool to rp as the archmage, spending lots of time in the University, tweaking spells and making potions. Sure, people should realize you're their leader, I'm with everyone on that. There should be some administrational duties you gain after becoming the head, and other things the archmage needs to do, that would add a lot to the factions.
I'm all for options, and if you don't want to be a leader then you shouldn't have to. But the possibility of being a leader shouldn't be removed either. I dont' see why there can't be both. I respect your opinion if you don't want to be a leader, but I expect you to in tern be the same with me and respect my want of being the leader. Extremely dangerous quests should only be given to high ranking members, those who can be trusted to finish the task. To finish the main questline of the faction, you should be pretty high ranked anyway. Its not up to the person when their company gives them a promotion. However, I can live with becoming the leader becoming optional.
If you choose to be the leader and then walk out, they should send summons after you when a task needs your attention. If you choose to tell the messengers to do as they see fit, the guild will upoint the number to as the leader so you can just keep going. If you do eventually check in, they'll probably ask you to either step down or be more serious about the possition. It should behave in a believable manner, but the option to be the leader should still be there.
And I'm all for a minimum skill level to enter into guilds, but once your in ranking up shouldn't matter. Sometimes its not about how good you are at something, but how good you are at using what you have.
Along those lines, the option to join all the guilds should be open as well. The fighter's guild isn't going to know that you're in the thieves guild, and even if you're caught stealing something they wouldn't know. Only way they could know you're in the theives guild is either if you tell them or you get caught with the Gray Fox. The Dark Brotherhood isn't all knowing either. They wouldn't know you're in the thieves guild unless you get caught...and even if they do find out after you're caught maybe they'll just keep an extremely close eye on you and ask you to kill some higher up thieves members when the need arises. Factions shouldnt be the new Oblivion Guards in Skyrim. There should be a reason to how they know exactly what you're doing and who its with, and they should react acordingly with their best intrests.