I, as a member of the faction, like the idea itself. I find it incredibly useful and a very good way of making decisions in a colective form.
I can also find a good opportunity to show your potential political RP skills.
The only thing that bothers me are the seats of Gov and Vice-Gov in the Council. That for the only reason that they already are leaders and are already making decisions that affect the whole group of Mollys.
Wild Geese are sided with one faction, that's the main reason why it should either fade untill [M] becomes official, or get tech from other people. People join mercenary groups usually for tech.
Flying with Molly ID restricts you quite high, though.
Go with Merc ID and get RH/LH/LR/LWB/Unioner/IMG/Zoner/OC tech, they're your best bets, if you're interested in making Wild Geese active immediatly.
Well, as it stands, with or without the Molly ID we'd be held to the same tech standards as if we had the Molly ID, due to faction rules. The only real reason the Merc ID gives a benefit is people won't go "WTF is a Molly doing in Liberty/Rheinland/wherever, go back to Dublin." I don't think the Molly ID lists a ZOI restriction on claiming bounties, though I'm fairly certain it does on piracy (which isn't their main function).
I see. Well, for now it's just me. It'll probably stay that way until this faction is official. I'll just float around Bretonia with the Molly ID until then Q_Q