It's closer to my vision of CF now than it ever has been. It should take a long time and be hard to get into a cabal. You shouldn't know everything at level 15 and 18 years of age. You also shouldn't be known as one of the baddest evil/magic/city killing bad ass in Thera at level 15 and 18 years of age (AKA being part of a Cabal).
Hard-in, easy-out with many, many more uncabals would be ideal. In my opinion. Which you can disagree with, but you will be wrong.
Next we need to add non-adventuring profession options. Smiths, alchemists, artificers, and so on. Skill sets passed on from player to player via teaching commands. Can only teach X amount per X hours and can only learn X amount per X hours, but otherwise no limits. If the last blacksmith dies, the next person on the invisible waiting list gets a quest to learn the skills. If they fail to learn it in time, the quest moves to the next.
Add easy-in uncabal options like mercenaries, bounty hunters, and any number of strangely named adventuring groups with various general goals. These options come with powers, but powers 50% or less useful as full cabals. Self regulated via votes like the thief guild, only with other metrics besides donations depending on the group.
Grant some players nobility status of various cities, let them set the laws to be enforced by their local tribunal agents. Trade routes, better sea travel, piracy...
Finally and perhaps MOST importantly: We need halflings.
Sportsmanship killed CF