Well to argue the point your subject makes "the Thieves guild is poorly written and laid out". Yes is lacks compared to Oblivions Thieves Guild, but you have to remember, it references the guild is in tatters, and has fallen from it's former glory, so I actually think the way it's written and laid out fits the story quite well, if you actually listened to the dialouge before and while you were joining, you'd know that.
And no ones forcing you to wear that Armor lol, just stash it on a mannequin and be done with it. I'm hoping some DLC will help us revive the thieves guild or dark brother hood, because both quest lines seem to be lacking, but their both supposed to feel like that, their the remnants of past glory, grasping onto the final breaths of life they have left.
That's my biggest problem with it. I can understand it's in tatters and fallen (much like the DB when you get there), but after you become the leader ... nothing changes. You get to add some venders to the hideout, but the whole guild is still just a bunch of Thugs and Bullies and it is still basically run by Black-(whats-her-name) and your 'underlings' still get mad at you, their leader for not taking more jobs, and you still have lost your enternal soul to haunt some dang cave.
I did the Thieves Guild once, just so I could say I did it all, but I have no desire to ever do it again. It just made no sense and in the end you have done nothing but made the Skyrim Bullies a bit better known.
After being made leader I wanted the option to actually change them, to make them better and more respected like they were in Oblivion. I wanted to get rid of the corruption and bad influence of Black-(whats-her-name). I wanted to hand out jobs and collect my 'cut' from my underlings work, not work for them.
Now that I think about it I don't think any of the factions are not without major issues. The best by far is the DB and I would never play them unless my character is evil. I've played them just once with an evil Dunmer assassin.
So I got:
Spoiler
Thieves Guild: Gain Nothing
Dark Brotherhood: Must be evil
Companions: Werewolf
Mage Guild: You don't even need to be a mage at all, or cast a single spell
Rebellion: Makes no difference who you join, quests are the same
Main Quests: Can beat the main boss by hiding behind a pillar and letting the Nord heroes do all the work.