I agree with this suggestion, but ideally, augurs would be factionless. Platinum cost, lack of AA/focus duration bonuses, and taking the time to navigate to the augur should be enough of a tradeoff. If faction has to play some role, let the surrounding NPCs serve as the faction check (i.e. the good guy Cleric guild attacks a no-good Troll Shadowknight on sight, which would be enough to deter him from their augur).
Adding guild faction to augurs only creates yet another roadblock between the player and unique server content. For example, that Troll Shadowknight I mentioned
can't use a single Enchanter, Magician, or Wizard guild augur in the entire game without the aid of illusions or faction clickies. Raising faction itself is not possible in his case because, for reasons beyond comprehension, there are no ways to raise most guild factions. (Mr. Troll Shadowknight has no way of raising
Assembly of Four for Oggok, no way of raising
Arcane Academy for Newport apart from
one bounty every 10 days, which I've been told on good faith is only a nominal faction hit "for show," and so on.) The Thurgadin universal faction reconciliator is also no use because, as I understand it, she only raises a faction to your class/race's default starting value.
This is poor design and buries an otherwise cool aspect of SoD that our server should want to show off!
