It think it would be easiest to have crafting guilds not separated by craft, but location. These would then be managed by a centrally(by location) based guild who's job is to micro and macro manage the other guilds.
The reasons for this are many, but the most important thing is efficiency. This game allowed for extremely narrow specializations in crafting, down to quantity vs quality and a specific weapon or armor type(like a quantity oriented sword smith to quickly outfit armies, or a wood worker who crafts the strongest recurve bows in the kingdom).
If you don't HEAVILY manage these options you are going to end up with supply and demand issues, like having a small town with 3 of the same specialized weapon crafter, or a 60 mile area of towns and hamlet that have no access to someone who can repair high quality mail armor.
To avoid this, the central management guild would then oversee the creation and management of location based guilds who would have their members distributed and placed strategically to allow everyone to maximize their abilities and skills for the best profits and benefits to the settlements they are supporting.
People who are extremely active and available would be placed in guilds working in the busiest and highest demand areas, where as craftsman who are only on a few hours every few days would take up areas where the demand would match their activity. All of this while keeping in mind what areas need what suppliers to avoid overlap whenever possible.
For bonus points, the overhead guild could also take up the responsibility of running transportation services between locations, as trade between locations at some scale would be necessary for supplying crafting components, as well as fulfilling demand where it cannot be met on site(like a sudden population growth, or a new settlement popping up in an area that does not yet have a dedicated crafting guild).