In response to 1. that is completely simplistic, clans give a bundle of advantages and one small potential disadvantage of being able to semi-die in your clan hall (an arena death does not lose you anything and I don't even think it shows up on the deaths tally in score is not really even a death) does not turn clans into a safe-PK flag. It just adds some competition between clans which I think is a good thing. If you really would rather be a loner then I'm just baffled really.
Regarding 2. I'm aiming at hopefully revitalizing the mud to at least a 10 person playerbase. And if deeds do stay with one clan, then that is an indication to newbies which clan is active. If it really doesn't work I don't think it'd be hard to remove, but I think it would be worth a try. It gives oldbies with nothing else to do something to do when they come on, 'hey, maybe i'll go try get a couple deed arti's for my clan.. it's the least i could do'.. Something like that. Rather than just coming on and saying hi to their clan, reading the recall board and leaving. I definitely see your point about the clan raiding, in which case mob guards should be even more valuable, and I question your acknowledgement of them as just being 'dumb mobs'. Strong mobs that are good at protecting clans might cost more than weaker mobs but to immediately look at this idea and just assume the mob guards will be of no use is an extremely cynical way of looking at things and I think speaks more about the current attitude of players towards the 4d code and it's balance of things than it does about the suggestion. We don't even bother hoping some new feature will be balanced when they come in anymore.
I don't think any changes to the mud should be aimed at what our current player size is, these changes are all aimed at making sure we don't stay with out current player size in the future. I know clans losing money from their vault to pay for upkeep would be more realistic but, we don't have global warming from all our spaceships and nuclear warfare and stuff.. I don't think.. I don't think realism is really a mud goal. I think treasuries producing money is a good way of enticing players to store money in their treasury, and treasuries being raidable is a good way of balancing that.