If they let you kick out the the thieves guild you'd lose the only guild questline with any substance, access to fences, a chunk of the DB questline, NPC's in Riften would have sweet fa to talk about, Mjoll would have even less reason to live, one of the few interesting random events (thieves showing up here and there) gone, access to a decent amount of trainers gone, a good chunk of semi-interesting radiant quests gone, as well as the locations that would become pointless, Maven and her family would be even more pointless.
I guess you could go fetch books for the Orc at the college or kill pointless NPC # for Sally Field.
With Mjoll and the send a squad into the sewers lines as buildup I was expecting it to be a real option.
And yet, nothing of value would be lost -
The game's not about the factions - it's about the world and OTHER things you can do.
The NPCs don't really need to talk about anything anyway - I haven't heard if ALL the guards were knee-arrowed adventurers yet.
Mjoll will always have a reason to live, even if that reason is to make me sammiches.
The trainers of the Thieve's Guild are redundant with the Khajiit Caravans.
That "Interesting" random event wasn't really interesting.
Those with interest in taking out the Guild don't have interest in doing any of those radiant quests anyway
All locations have a point, even if said point is just being there... like the shaking, rumbling ground in the rift indicating Tamriel's imminent destruction
Maven doesn't even deserve to live, nor does half her family (Half seems somewhat oblivious to the family business)
Loss of the DB doesn't mean anything when that's usually taken out as well.
In fact, being able to take out the thieves' guild would only make sense, considering that it relies on the easily-destroyable Dark Brotherhood for protection.
Maven Blackbriar: "I have a contact with the Dark Brotherhood!"
Dhovakiin: "Can you show me which one?" *Lays out all DB-members' heads in a row*