Actually, the first suggestion of forming a guild came from Mab, but I suspect he would be glad for people to agree with his suggestion, rather than worry about whose it was
Guilds, however, work when there are barriers to entry. Those in the guild have knowledge/skills that they refuse to pass on unless someone joins the guild. Or they go around hurting those who don't belong to the guild, which, admittedly, could generate some RP!
In theory, a solid guild maintaining a grip on competition and thus supply could drive up prices for high-end items. Norture and Aprog have given reasons to question this theory in practice.
Even if it did work, however, and I agree it's likely not to, a guild doesn't address the problem of crafting being so grindy that few who have experienced it once are going to want to start over. It won't raise the price of practice items, which is where the real grind and money waste for newbies is and what most players actually complaining are saying is the problem.
The proof is Mab/Borval says that nothing is wrong with crafting as it is, but those who don't like prices can form guilds. He also says template prices are going to be lower. The second helps
established crafters as much as newbies--and guilds much more the former.
If you want to fix the problem, it would be better to listen to suggestions from those who actually think there is a problem.
None of this is to knock Mab. What I'm saying is a good solution is generally more likely to come from someone trying to fix something than someone who doesn't think it's broken