I think we need to examine WHY a micro guild (any guild of 4 or less people) would want to have a guild hall in the first place.
The big reason, I think, is because it looks like a fun system to work with, and provides some interesting goals to work towards. It’s a way to make an area that’s actually your own, unlike the home instances where you can affect only a few minor changes.
And… this actually creates a problem. Yes, large guilds can do this, but most members in a large guild can not. They can only sit back and watch as the leaders get to play with the system and call the shots. If they want to try the system for themselves, they may have no option other than forming a guild of their own. (And if it becomes a large guild, then the problem just cycles around again for someone else.) Basically, unless everyone resorts to small guilds, this is a system that it’s impossible for everyone to get to work with. They can be subjected to it, but only a chosen few will get to control it.
This is why I wanted there to be a personal housing system of some sort that would use the same basic ideas as a guild hall, so everyone would get to play with the new systems at least somewhat. It’s the only way to give everyone a fair shot at it, without running into the problems in this very thread.
Now, micro guilds may also be after some of the functions that will apparently be unlocked through guild halls in the future. Some of these, such as the 4 basic banners and the guild vault, should be earn-able and accessible by even one player, and accessed through the guild site in Lion’s Arch. (Think of it as a rich person paying for a secure vault, and having banners with their coat of arms on them.) Others, such as WvW capture, just don’t make any logical sense for one or two people, and should remain limited. (One person capturing a tower and holding it? That’s not really secure, and it promotes selfish actions where a larger guild is better able to be held responsible for their actions in WvW.)