What about a hardcover book about guilds? guild structure... a bunch of different types of guilds and how they fit into your game? a dozen different examples... merchant guilds.. thieves guilds.. assassins guilds.. mariner guilds.. adventurer guilds.. etc. adventure hooks... some info about guild resources ie if your character is a member of a guild what does that do for them? does it help or can it hinder? that sort of thing.
yet another book i would gladly purchase.
i think there is a little more to it.. a guild is an organization of like minded businesses (merchants guild) or individuals (thieves guild) with common interests. i think there is a lot of roleplaying that can be mined out of guilds. in some settings they wield tremendous power and influence like a center of trading where the merchants guilds routinely overrule the rulers of the city. they can be a resource for the party, like when the party's rogue goes to the thieves guild looking for information or to fence treasure.. they can be a one-time or recurring foe like if the assassins guild has been hired to knock off the party..
i see them more like a blue-collar union.. like from the 60's and 70's when unions wielded power disproportionately relative to the status of their individual members, often due to relationships with organized crime of the era.
If you treat a guild as an entity, you can give it attributes that contribute to the game. For instance, you could make the merchants guild corrupt or generous or whatever.. That would dictate how the guild influences your game by defining how the characters interact with the guild. I don't know if I would go so far as to assign the guild an alignment but the principle is similar.
Ah, I see.
I thought you were looking for a Pathfinder Guild®. Like guilds are guilds but in Golarion or The Inner Sea, guilds are like "this"; where "this" is some flavor unique to the game system and/or game setting.
Be that as it may, it seems to me from your second post that you have quite a good handle on guilds*. So other than being a completist why would you want to see Paizo to a book on guilds? And a hardcover one at that.
* With the exception that in your two posts there is no mention of magic and how that would affect guild structure and actions
i am always looking for game guides to help GM's flesh out and add flavor to their campaigns. Often when running games you get called on to make up things on the fly, which usually isn't a problem. But, sometimes, it is nice to be able to go to a reference and pull out elements quickly without breaking gameplay. Also, game references like this are, I think, tremendously helpful for some GM's more than others in terms of experience. Plus, personally, I read books like this to glean ideas for my games. Sometimes I see ways of approaching game elements that I might not normally have considered.
As far as the book itself goes, I don't know what their thumb rules are regarding content and type of book but any time a book runs over a couple of hundred pages, I assume you would either break it down into smaller books or make it hardcover. I just threw that out there as an idea.