You have to consider as well that it's hard to say "This guild should make the same exp as this guild" because each guild has a different structure for the skills and spells that need to be trained. Some guilds have 3 casting skills, some have 4, some have 2. Some have level 21 spells, some have level 29 spells, and some have ugh... level 40 spells. Point is, each guild is different, and I don't think the place to start is to balance out the exp guilds are getting, because then you'd essentially have to make each guild an almost exact replicate of one another. "Ok, 3 casting skills, 15 spells per casting skill, they will be divided by level" etc. I'm not saying that I know how to fix this balance issue, I just don't think that changing only 1 or 2 spells per guild to equal the max exp gain of each guild is going to do it, and I don't think making cookie cutter guilds is the solution either, there's more variables to be considered than just max exp gain.

Also, with regards to combat exp, I don't feel that all guilds should be equally adept at fighting either. You chose the chanter guild to enchant stuff (among other small things), you didn't make that choice to be able to go around and kill people in 2-3 rounds. If that's what you want, then you make a fighter and buy what you need from an enchanter. Each guild has a slightly different way of being played, and I don't think that they should all be exact replicates of one another. They should all have different play styles. And, isn't speed rune to help add a couple extra combat rounds?

PS: I miss the flashing the Speed runes did \:\)