Good grief, twelve pages in three hours. Whatever, I'll go ahead and post my thoughts anyway.
Based on a quick skim, it seems many players are upset at the thought of having their hard earned military bonus nerfed. It is understandable. But, the statement someone made that the top players are the ones losing most does not make sense to me. Consider what the change actually does, it makes attacking armies weaker and defending armies stronger. It means people will be able to fight fewer battles before having to stop to let their army recover. In fact I think the top players will be the ones least affected, even with nerfed bonuses they will still be stronger than everyone else, and with a horde of unattached units from Alcatraz they can keep fighting as many battles as before.
The part that really worries me here is what this change would do to Guild vs Guild, the very feature it is made for. I think this update would kill Guild vs Guild before it has even started.
The exact mechanics of Guild vs Guild are explained elsewhere, so I will skip to the basic problem. As things are, in order to conquer a sector owned by another guild, the typical case is that your guild has to win 80 battles against defenders with 50% attack and defense bonus, and you have to do it before the defending guild wins 10 battles against your siege army, which has no bonuses whatsoever. This is difficult, but doable, and requires the cooperation of several guild members.
The real problem is that 50% bonus the defenders have. It is the same across all ages, from Iron to Modern. Advanced players with a high military bonus from several buildings will be able to win battles, but players in the lower ages are struggling even now. On the Beta server, the Iron Age Guild vs Guild map is practically dead, since hardly anyone in Iron Age has a sufficiently high level Zeus to win any battles. My guild on Beta recommends having at least 35% attack bonus before even trying.
So what would happen if this change was implemented in Guild vs Guild? It would be the players in early ages who would be hurt most. At present, a player with a fully upgraded Zeus might be able to win 10 battles before having to let his army rest. After the change, due to increased losses, he might manage only 5 and take longer to recover. Another player whose Zeus was not at max level - most players in early ages don't have max level great buildings - might have been able to win 5 battles with the current bonus, but after being nerfed he might not be able to win at all. The result would be that the only ones actually able to conquer any sectors in the early ages would be much more advanced players, and the vast majority of players would be excluded from Guild vs Guild completely.
If you need any evidence of this, you need only look at the Iron Age Guild vs Guild map on the Beta server. There are a couple sectors held by guilds with only one member. Much larger guilds have tried to take them, and failed, since winning battles without a high military bonus is just too hard. If the bonus would be nerfed like this, it would become practically impossible. Guild vs Guild would be reduced to a mere land grab, where the first Guild that takes control of a sector is likely to keep it forever.
Please think this over. Try as I might, I cannot see this change having any positive results.
If I can make a recommendation, you could probably balance Guild vs Guild much better by making the defense bonus scale with age. In Iron Age, it might be as low as 20%, since players can't be expected to have any military great buildings besides Zeus, and probably not at a high level. Also, to make the playing field even, simply don't apply the bonus from higher age buildings. So, advanced players could still fight in early ages if they want, but they can't get the bonuses from buildings that players in those early ages don't have access to.