Guess I haven't clarified that one out. I am aware that there were suggestions for guilds before, and I know the one you provided link for, I just don't like them that much.
We have procedurally generated worlds that can be entirely different from each other and will be different a lot with those planned political, economical, philosophical, legal and religious systems. Yet guilds proposed will be too simillar to each other in the way they work, influence the world around them and they were though through with only dwarves in mind.
I propose guilds that are generated too, out of several modules.
The professions
Basically, who can be a member. Some guilds will only unite workers of one profession - as in Blacksmiths' guild, while others will united those of different, albeit similar professions - as in Jewelers' Guild whose members are gem cutters, gem setters, etc.
Some cultures might find a certain metal very important and so they might create special guilds for them - for example Gold Jewelers' Guild.
The name
The name could be a variation on the name, patron, idea, symbol etc. There are countless possibilities.
The symbol
Generated procedurally from elements that different groups consider important. For example jewelers could have a golden goblet while fighters a head of a slain goblin and an axe.
Their influence
The guilds can have a very different standing in various towns and fortresses. Guildmasters even can have a different authority inside their own guild - it is not hard for me to imagine that some guilds could be run more democratically, by two Guildmasters, each of whom can veto any decision of the other one as in Ancient Rome, or by a council of masters.
Within the town or fortress itself, the guild also might have a different importance, especially if there is another guild uniting craftsmen of the same profession, but for example from another part of town. Guilds are fighting for power with nobles, town councils, and non-members. Guildmaster therefore could have the right to mandate production of certain goods, restrict trade of them, impose quotas, quality checks by the guild, quality requirements etc. He could be by law a councilman or a respected advisor with influence as high as in the royal court itself. An important guild could serve as an arbitrator of disputes. Or the guildmaster could be confined in his power to his own guild.
There are countless possibilities here, and the world of the guilds doesn't have to be a static one - for example a king, influenced by enemies of a certain guild, could strip it of its priveleges or restrict it or even close it and execute its guildmaster for high treason.
Organization
The guild themselves can have a very different organization. More authoritarian or more democratic in choosing its leaders, passing bylaws and accepting others as masters. Different matters can have different people deciding. I'll give you an example of a fairly moderate guild.
Choosing the Guildmaster - the council of those who are accepted as masters will have a right to choose their guildmaster. If they can't decide, the candidate who receives the least votes will not be considered for the post anymore, and the voting will continue without him. They will continue that until there is only one candidate. In case of a tie, they choose randomly.
Impeachment of the Guildmaster - by a unanimous decision of the masters.
Changing the guild bylaws - the council of masters must be unanimous in their decisions. The guildmaster can veto the decision.
Accepting members as masters - the council of masters examines the masterwork created by the apprentice and votes if this is indeed of masterwork quality. Simple majority is enough. In case of a tie, they choose randomly.
Firing the member - unanimous decision of the council of masters.
Some guilds can have a different system than Master - Apprentice. They can have additional levels below the apprentice, between master and apprentice and even divide masters into groups of importance - in case of jewelers it could be something like Masters of Gold, Masters of Silver, Masters of Iron etc. especially considering which metals are more precious than others for that certain civilization. Or a guild might not have that distinction at all.
The guild might also have a large structure - different masters responsible for different matters - Master of Coin, Master of Rituals, Master of Quality, Master of Vote etc.
This would allow guilds to be very different from each other, enriching the world greatly.
Rituals
Guilds could have different rituals that in most cases should be as ancient as the guild itself. Let me give you some examples.
The first guildmaster in one of the jewelers' guild decided that every new member has to make a tattoo of a diamond on his chest, above the heart, so that he will know that money is all that matters. Members must stand around him and play instruments and shout to banish evil spirits from the ceremony. After the ritual the new member must drink a cup of beer and then he is thrown into a ritual barrel of beer, encrusted with different gems.
The Brotherhood of Armok will choose its leader throuh the combat to the death of two members of the guild, chosen by Armok (randomly). Others stand around them and drink beer and throw tomatoes at them as the first brothers did. Note that brothers can only fight in leather armor, as the first brothers did.
Merchants of the merchants guild accept new members if they offer them a barrel filled with golden coins. Then they drink wine and play chess.
Merchants' Guilds
Those should be mostly very different from other guilds and typically, in societies with many merchants such as port towns, should have a dominant position in local politics. Merchants' guilds should have a system of Importance inside the guilds based not on master-apprentice, but on the ancestry of a merchant and/or his wealth. Merchants could form their own groups of interest inside the guilds, fighting for importance and position of the guildmaster.
Apart from that, most rich merchants should be represented in town councils and they would continue their internal struggles there too - vetoing each other's laws and trying to impeach one another.
Broader associations
The guilds should be able to spread to other cities by establishing their own non-independent guilds there. These guilds should at least initially answer to the main office, accept its regulations, and adhere to its general policy. Those guilds could become independent over time, even fighting with their main office.
Similarities
The game should take local traditions into account - if for example a civ in question is savage, their guild rituals should be savage too. If it values strength greatly, then guildmasters will more oftenly be chosen for their strength (by having a positive factor during voting). Guilds exist inside a certain civilization and should reflect that.
Even different towns could have local traditions that could influence guilds to some degree.
Conclusion
I don't like the idea of guilds being too similar to each other in different worlds, regions and civilizations. I think that guilds should have a number of fixed elements from which the whole guilds are procedurally generated - such as different sets of rituals, systems of internal organization, etc.