Can't be bothered reading the whole thread, so sry in advance if its already covered. But these r my first impressions:
1) The 0% thing won't work unless whole clan is active at start, else it will boil down to a quick slug fest at the start, and whoever gets more players into war initially will have the opponents on the back foot with little chance to recover. With everyone starting active, the opposition have no clear target to crush, but rely on cc feedback and leadership to tactically select the targets. (I know this method has its own drawbacks. ie leaks. )
2) give those who honour the founding nature of this game (war) the recognition they deserve and a chance for equipment stronger than eb equipment.
3) I personally enjoy eb mercing, and helping friends not in my clan. So losing war bonus for drops and plunder is a negative for me, but i see the benefit. Is there another way to achieve this like official clan alliances or a caveat where by the bonus is only lost at the signup of the next war with 20% clan change?
4) when an opponent is crushed to 0% and given chance to recover to 50% to continue in war, why not randomly make 1 build ineffective for the remainder of the war. This would make the war more dynamic, and force tactic changes.
5) A system i have seen in other war type games, is the ability of clan members to reenforce besieged clannies by augmenting some of their own strength to them. Again shifting the power distribution in the clan, and making for a more tactical war. The management of the clans defence through this sort of system would bring players cooperation closer together.
Well thats all i got for now, and i appreciate not all will like these suggestions. But thats all they r.
Ps. Good to see the dev's actively requesting specific feedback.