The Art TMR n'R: *Guilds and Neo-Peasant CraftHalls (Pseudo Medieval Cultures)
For Players who enjoy the power that comes from saying "I'm a nth level Astrogator ". Rather than say: "I specialise in "n-Space Congruence and Hyper-relativity with a special emphasis..."
The *Guilds provide divisions of labour and job satisfaction in a future technic society where automated processes, robots and super-computers make humanity a redundant factor!  Each *Guild is an interstellar (intergalactic) association of professionals, jealously guarding their 'Guild Secrets'.
(Actually just a collection of specialised tools and the expert databases needed to operate them.)

The first seven are principally required in the operation of a modern Interstellar Star Craft; ranging from Animal care to Astrogation and are always represented on any voyage.
The second group are those essential to the basic social order of any given Technic *Culture.
The last are largely parasitic but do have their uses!

Also provided, primarily for the D/M, are a parallel set of Non-Guilds, Covert Guilds, and non Player accessible Organisations. These are used by the D/M to provide plot 'complications' but available to Players with a particular character in mind and an exceptional rationale.

The *Guilds also provide the Medieval Crafts and Guilds essential Lo-Tech Skill collectives ...as permitted by TechoDespots, Neo-Feudal Regimes and Repressive Religions.

The D/M could also consider 21 Giant Merchant Houses or *Corps (MegaCorps if a near future 'cyber-noir' campaign is envisaged.) It is assumed that the singular Hyper-Corp 'TerraCorp' is in permanent Cybernetic receivership (0 the Fool) but 21 of its subsidiaries/rivals have holdings out in the depths of space.
No.
Card
Star Guild1
PEASANT CRAFT
Medieval Guild
Independant Institutions2
{Illegal Guild}
[Terrorist Organisation]
(Covert *Guild)
I
The Magician
Astrogators
WOODCRAFT
Carpenters' Guild
Science Academy
II
The High Priestess
Engineers
STONECRAFT
Masons' Guild
Arts Foundation
III
The Empress
Technicians
EARTHCRAFT
Farmers' Guild
Musical Fellowship
IV
The Emperor
Computators1
CLAYCRAFT
Potters' Guild 
(T/L 5+ GlassBlowers' Guild)
News Service
V
The Heirophant
Medics
LIFECRAFT
Herbalists' Guild
(6+ Apothecary's 10+ Pharmacists')
Peace Force
VI
The Lovers
Services
SOCIALCRAFT
Courtesans', Bawds and Brothelkeepers...
Bureau of Investigation
VII
The Chariot
Merchants
TRADECRAFT
Merchant's Guild
The Stellar Survey
1 Note in the first seven (normally associated with the minimum *Crew set) the Computer Guild may be subsumed into the Engineers and Technicians Guild. Especially during the Cybernetic Communion.
In its place, possibly the acceptable face of Neuro-Science in the formerly covert Psionic Union. Assuming a Psi Skill is required for Hyper-Space navigation. In more rational Space Operas: the Ship's Administrator or (in really repressive regimes) Ship's 'Political Officer'!
2 Note Access to these other 'non guild institutions' (NGIs) are at the behest of the D/M.
VIII
Justice
Legal Association
PAPERCRAFT
Reeves' G.
Interstellar Patrol
IX
The Hermit
Federation of Asteroid Refiners and Miners:
Local #101 FARMers Guild
METALCRAFT
Miners G.
(Grand Oriental Lodge of Destiny)
X
Wheel of Fortune
Entertainers' Guild
SCRIPTCRAFT
Guild of Bards, Maskers and Harlequins
{*Rovers Cabal}
XI
Strength
Planetary Pioneers
LEATHERCRAFT
Tanners' G.
(Illuminoids)
XII
The Hanged Man
Administrators'
Association
CLOTHCRAFT
Weavers G.
{AssaSSins}
XIII
Death
Diplomatic Corps
LOVECRAFT
College of Heralds
[Co-operative for Change]
XIV
Temperance
Pan-Sophic Institute
SILVER, GOLD,... CRAFT sub-speciation
Metalworkers Guild
{Weaponeers}
The last seven are largly parasitic organisations but are tolerated because of their 'uses'...
XV
The Devil
Financiers' Consortium
[Xeno Xtermination Xtremisists]
XVI
The Tower
Concordance of Faiths
Linguistic League

XVII
The Star
Intelligency Agency {Spacers Syndicate}

XVIII
The Moon
Explorers Club
(Collectors Cartel)
XIX
The Sun
Hi Society {Wayfarers Guild}
XX
Judgement Political Forum
(Psionic Union)
XXI
The World Manufacturers Combine [Disruptors]

O
The FOOL



In The Art™ *Jocks gain Astrogator Skills principally those hilighted in Red that form a Basic training.
In some campaigns *Fighters may possess full or rudimentary FtL drives and will gain appropriate Skills to the Task.)
NOTE: Combat Skills don't exist in The Art™ but there are ACA's:
*Jock ACAs just some examples; invent your own...

Evasive Manoeuvre: Dodge ACA = Defensive Mimesis All Vectors. Mandatory Basic;
Fly By Fire
: ACA = Attack Vector whilst holding your * Fighter in a tight reverse immellman...  Mandatory Basic;
Battle Manoeuvre: "Sundoggin'" Dodge ACA vs 'smart' *Torps and other *Jocks;
Harrassing Fire: A 'hell for leather' attack on a Capital *Craft; causing no significant damage but distracting Sensor and Point Defence *Crew from the real threat;
Rock and Roll
: A Deep Space evasion ACA involving the only terrain your likely to find! The classic dense asteroid field: head for the nearest trojan point or make your own by fragmenting an Iceteroid or Dust Bunny with one of your *Torps.
Strafing Fire: (vs Capital *Craft; hoping for a critical hull feature;
Deep Diver: using The Well to throw off pursuit or sneak up from behind. Radical Delta Vee changes.
'Jinking', 'Viffing'...: moving from being the prey: in front of someone else's sights to being the hunter...
"HoundDogging" Following behind an opponent very, very closely, making dummy attack runs and, in general flying, him out of the firmament.
"SuckerCrash" Allowing an opponent to HoundDog you and leading them into a vector into an immovable object that you can avoid but they cannot.
Recon FlyBy: Evasive run against a Capital *Craft, looking for that all-important weak spot... Highly Advanced CA
Cloud Catching: using a planetary atmosphere (typically a Gas Giant) to distract your opponent, to throw off pursuit or to sneak up from behind.
Highly Advanced CA ie no 'catching' before 'diving'


Guilds as Character 'Classes'
Just as in a Classed and rigidly heirarchical society in a 'Classed' game mechanic [G/M] a Guild system lends itself to demarkation of roles. Fine and dandy until the character decides to be 'multi-classed'...
(Generally a sign to any G/Mechanic that the original G/M is seriously flawed: Why design the G/M based on a Class System and then discover... Whoops! people don't want to be restricted in (or by) the Skills (Feats) they acquire?)

A Guild System 'confines' without restricting character development. Characters can have whatever skills (feats) they want to... but are restricted in their (formal) activities by the rules of the Guild and other restrictive practices.

No sophont may contract to two or more Guild positions in any given period.
(Note this does not mean that an Engineer cannot Tech. Just that they don't get paid for it! And the Techs may sue. Or go on strike!)
Thus a quick and dirty system - primarily for for D/Ms: use the NPC's  Sig. or 22- Sig. (whichever is the higher) to determine their principle 'legitimate' profession and their secret mission is derived from the lesser valued NGI!

Guilds as the great leveller!

The heirarchical structure provides a set sequence of Skills (Feats) thus 1-10: JourneyBeing; 11-14: Master; 15-21: Senior.
Thus Strength is merely a Master (Mistress) ...but in two Guilds at the same time!

All Guilds teach Associate Skills typically four: associated with the Royal Enhancements; sufficient to use the largely automated processes that everybody needs for everyday life. These are generally immune from restrictive practices being the most restrictive of teachings!

The Journey process involves learning the Guild 'Secrets' in a sequence designed to reserve the best 'Secrets' to last.

Only as a Master are the important/ functional skills (feats) achieved. (Again associated with the Royal Enhancements.)

And the Senior gets the skills that everybody actually wants...
Naturally your best CoreCraft determines your rank in your chosen profession ...of the moment: Sig or 22-Sig. Most Guilds involve instrumentalities but not all. Even Carpentry has its intangibles 'seeing the form that lies within' or 'working with the grain of the wood'!


The Guild System is not a replacement for Skills indeed any carefully worded Speciality should encompass any and all Guilds from Carpentry to Astrogation!
Thus "n-Space Congruence and Hyper-relativity with a special emphasis..."
is a fine example of a "Precise Descriptive of General and wide ranging Utility" since:
a/  no-one knows quite what it means and therefore can be used for almost any purpose with the right explanation of the AA.
b/ MetaMathematician or Mage? Either could be using exactly the same language to explain just how they did what they just did!

Guild Skills are a specific bonus in specific Guild related Tasks with Dire consequences. Like splitting an unseasoned log or charting an unmapped congruency. The Task bonus applies minimally (+1) to the highest rated skill and maximally (equal to the AA's Significator) to the lowest rated Journey Skill.

The Astrogators Guild is set out as an example of this sequence of prevarication.

The following skills (feats) have no real meaning in terms of the The Art™'s Mundane and Esoteric G/M: Actions, Tasks and Esoteric Core Crafts which encompass all of the following:

Associate

A 1. Use Auto-Pilot
A 2. Auto-Orbital Pilot
A 3. Space Watch
A 4. Auto-Interface Pilot (Re-entry & Landing)

Associate Skill Packages are essentially a 'free acquisition' in a Technic society. Thus all AAs arriving to that MetaReality should note their additional 'Associate Skills' pro rata with their Enhancements: Thus Page: one Assoc Skill at +11; Cavalier: two @ +12, +11; Q: 3@+13,+12,+11; K: 4@+14,+13,+12,+11. These skills are always mundane - the equivalent of driving a car or a first aider's certificate.

Journey
  1. J/Pilot: Docking and Rendezvous
  2. Celestial Navigation
  3. Adv. Space Watch: Sensors
  4. Landing: Hover
  5. J/Pilot: Deep Space
  6. Astrogation: Congruency; Phase; Jumpline; Jump; QmicroJump;.... any one of the 21 methods of FtL
  7. Adv Space Watch: Detectors
  8. Landing: Flare
  9. J/Pilot: Interface
  10. HyperSpace Watch: Congruency; Phase; Jumpline; Jump; QmicroJump;.... any one of the 21 methods of FtL
  11. Master Command Loyalty
  12. Master: Adv Space Watch: Scanners
  13. Master: Landing: Crash 
  14. Master: Ship's Performance
  15. Senior: BoonDocking
  16. S/Pilot: NOE
  17. Evasive Manoeuvre
  18. Blockade Running
  19. False Papers
  20. Smuggling
  21. S/Pilot: Combat. Combat Skills in the Art are not permitted, however Advanced Combat Actions are. These are the province of the *Jock[Space Naval Officer/Pilot: Tactical StarFighter] *Jocks naturally make the best Helmers (and Captains!) on board any *Craft:Military or Civilian.)
  22. 0!