Again how do you expect to do this? Should blizzard (or whatever company) go through an encounter with their internal team, note down average dps and then any dps who does that encounter and does less dps, loses a point on their skill meter?
No, simply the more dps you do, the higher the score.
Perhaps it could be based on the average across encounters of a weighted time-based average of the percentiles your dps is compared to other playing your spec on the specific encounter.
Of course, this needs to combined with the average number of times you fail at mechanics per encounter.
What if i spend the entire fight aoe’ing useless trash to pad the dps meter when i should be dpsing in order to get skill meter increases?
Only count DPS on relevant targets (with encounter-specific code).
What if i’m really good with bad gear so once i get better gear my dps goes way up but by then my skill meter is really low?
The time average needs to be tuned so it’s possible to raise it to its natural level reasonably fast.
What if i’m melee dps and avoid some sort of aoe so my dps is lower than someone who doesn’t avoid it and wastes the healers’ mana?
Make the AoE instakill, or detect that you didn’t avoid it, and count it as a failure at mechanics (per-encounter code, like the EnsidiaFails addon).
That barely mentions gear level at all too which can vastly affect these numbers.
I suppose the game could evaluate gear, and automatically rescale previous performances once you get newer gear instead of just averaging it.
I also hope your HPS is not counting overhealing.
Of course not.
Not to mention when i played, certain classes (druids) had a huge advantage on getting high effective healing numbers due to how their mechanics worked.
Balance healers properly (the druids have been nerfed, although they then managed to make holy paladins somewhat OP).
At any rate, it just needs to be better than the current matchmaking system that simply places anyone together with anyone (or for several non-WoW MMO, doesn’t even exist!), and that’s very easy to do.
Regarding guilds, one of the problem of guilds is that you need to play on a schedule, and very rarely this matches the times when one feels like playing, and is quite a huge inconvenience.
In practice, if you want to actually enjoy the game, you currently need to dedicate 3-5 night per week to it, or dedicate all your weekends, or take a vacation from work/school and play full time.
Obviously, however, I’d expect that most people don’t want to do that, and would much rather play whenever they feel like it, but also not be forced to play a super-dumbed-down version just because of that.
I think this kind of “practical” issue is ultimately more important that how exactly the game plays, at least for some segments of the market.