Aside from the policy and procedure I posted for a contested spawn, the rules for a mob that was already up were clear and simple. The first guild to engage with intent (engaging to kill rather than to stall or disrupt) and capability (if you couldn't kill it with what you engaged with, it was disruption, if folks trickled in after you had engaged, they had better be sitting on the sidelines in case you fail, and not joining in) to kill the mob had rights to it. If a guild engaged, buffed or not, another guild could not engage until that guild had succeeded or failed. Nitpicking semantics and trying to argue the letter of the law over the spirit of the law was simply ignored. The staff's determination was final.
If a guild engaged with a force too small to kill the boss, to buy time for the rest to arrive had action taken in line with disruption. There were no flat numbers to work technicalities around. The only rule that the staff had to abide by in making their determination was that the criteria used in making their determination could not be subjective (no determinations on who was better equipped to handle it with a smaller force, who deserved it more, etc).
In terms of leapfrogging, refer back to the old post on contested spawns. First visit, tell them to work it out themselves. If called back, /random 100 and suck it up.
After enough times of getting zero sympathy or entitlement, guilds will be less inclined to depend on the RNG, and start working out mutually beneficial agreements on their own.
The important thing in preventing the constant whining is to stick them with /randoms when they can't play nice. It was an incredibly effective long-term solution on live once implemented. If the staff decides to implement that as a final and unchanging policy, I think they'll see how effective it becomes for making folks work things out on their own.
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