Best Of
I shall try to indicate the several points in the current Order system under different subtitles:
No Cult Creation : Consider a case of a populous Order. The God or the set of people presiding over it, keep the leash of the Order so tight, there is no room for theological interpretation. There is no theological conflict on this God because they can appear and disprove you even. Even if you are a group of 5 or more, you cannot go about your way and preach another interpretation, which would cause inter-Order conflict. That leads to stagnation and lack of action. In a more healthier system, cults would be created and maintained. Cults would be vying for supremacy over each other. Of course, cult system means less direct Gods, but more mortal touch to the topic. And before anyone says, Aetolia has a small playerbase for this, cult system has been tried for games with far lesser populations and it was an adequate success.
Greek Gods Inequality: Let us face it, God characters are the superstars of Aetolia (and they used to be other games' as well at some point i.e MKO) and interacting with them (depending on the person behind it) may be exhilarating or sucky. Also this creates an inequality about that more visible Gods have more vibrant orders while dormant or less interested Gods will have a weaker following, because all of the players want to feel the touch of the superstar. And it is not possible to maintain all God-shells with top-quality. As a side thought gods speaking only to their order through omens/visions and rather then using their omnipotent shells strutting around, would make a better approach. Greek Gods stuff is beyond its expiration date.
Divine Words Carry Weight: Exactly, when you see a Divine being so chummy chummy with players and starting to conflict on Its own logic, then they try to pull "I am omnipotent!" card. It really kills the whole atmosphere. Also, when some Gods disregardingly say one thing or another, it affects the world because usual players will take God-word as absolute and then act accordingly. That creates more trouble then it is worth.
Holy Wars Are Scarce: The title itself is clear, they are scarce because there is no danger for an Order to lose their privileges if some miscreant defiled one shrine or another. There is ABSOLUTELY no point to start a war beside then utter boredom (then cover it with some RP exchanges) and even those boredom wars will end quite fast, because there are no objectives, you cannot make your God more influential on the Material Plane, you are not making any change. Throughout my time, I realized that a good number of Aetolian players are extremely averse to player-driven conflict. Hence they should be encouraged with proper tools to create player-driven conflict. Over and over, I have seen that players are more energetic when they are presented with player-danger instead of admin-crafted danger. So, a cult will rise? Why not have tools? It will rise and perhaps eat the old/corrupted/dormant order. Or they will be locked in a stalemate and come to a certain agreement. More RP, more conflict, more fun!