Yes, the guilds largely svck, especially the Thieves' Guild.
Radiants are useless in terms of extending the guild's lifetime because all they do is bring in cash, not story.
I'd say The Thieves Gild was the second best, as it holds the longest storyline, and the radiant quests actually expands the story as you gain influence in the cities the more jobs you pull and will then set up contacts and get extra missions. But yes, even the Thieves Guild's storyline is awfully rushed. The Black Brotherhood storyline was the best one as it was actually belivable - there was a reason you ended up in charge despite your lack of time in the "guild" and this shaped more or less the entire storyline. And if you put time into the guilds, whichever ones they might be it's nice to be able to continue being a part of them rather than you just suddenly having nothing more to do with these people, it does create a sense of belonging. But I really don't get it, would it have been that hard to expand these questlines? There are tons of random missions found throughout that are completely missable but are large on content, why not use time on the main questlines instead if they were so rushed?
The College of Winterhold storyline is the silliest. You attend one class where you learn one spell, partake in one school expedition, then no more schooling, what so ever, get thrown into 6 pretty decent quests, and then it's obvious you, the fresh new student who only attended that one class, and hell, might just know that one spell, should be archmage. Would it have been that hard to have more classes? Perhaps give you a not so rushed sense of belonging before you're their only hope? Every guild questline is essentially, "you got to do this right away, no time to lose, I don't care if you just got here two mins ago, run this operation with me and then be my boss/replace me".
I said that Winterhold was the silliest, but only because anyone, regardless of any knowledge of magic can become archmage, the Companion questline is almost laughable at times. You get two quick radiant mission, one just involves a brawl, followed by a somewhat more complicated radiant quest, then it's time to prove yourself, your final initiation - so far, so good - but after this one test you are being brought into the circle? Ahead of people who have been members for years (well, ok, maybe they don't want to be werewolf) - but you can't even say no. Sure, you can ask what happens if you don't want to, but you can't even take radiant quests until you accept. Throw in some werewolf hunters as useless filler, kill a witch(or more) and you're the boss. Certainly the worst plotted of all the questlines. At least the College quests were more elaborate and creative, granted most was still just about crushing(or burning/freezing/shocking) skulls.
It's interesting that a game that create such rich, nuanced and belivable lore and backstories, particularly how nuanced the civil war was portrayed, suffered from so much poor writing and plotting. Phenomenal game though, love it to death.