I think the point was limit yourself to facts instead of saying statements you now admit were misleading (your 180 mil gp was not matched up against 230 mil gp), The factual statement would be that your 180 mil gp was matched against 180 mil gp of a 230 mil gp which gives them a higher average gp and by logical extension a much better chance of having top end, top relic squads which can only be beaten by a very small number of possible squads. And players at a lower average gp are less likely to have the required characters at the required gear level to match up.
And avoid going into unprovable conjecture on motivations. And lastly when coming up with solutions try to find one that is better then the current as opposed to one that is just as bad but hoses a different group of players. These kind of statements and ideas cause you to lose support and not be taken seriously. And TW matchmaking does have some legit issues that lots of people would love to see addressed. So instead try it like this:
Matchmaking based purely on signed up gp is not as even as it appears on the surface. In an extreme example 50 3 mil gp rosters sign up = 180 mil gp. They potentially could be matched up against 25 6 mil gp rosters =180 mil gp. This matchup will not be even as those 6 mil point rosters will have a much higher proportion of top end, high relic teams. And high end, high relic teams can't be beaten by throwing millions of random gp at them. This creates very lopsided and not enjoyable Territory Wars.
An idea that could alleviate this is to use a two layer matchmaking system. First use the current matchmaking system to break guilds into their gp brackets. Then run a second matchmaking within each bracket to match by enrolled player count. This way matchups will be very similar in total gp and average gp per player.