The fact of introducing gameplay changes removes the psychological barrier—it used to be "forbidden and that's it," but now it's "sometimes you can..."
Consequently, after some time, the question "maybe we should change something else too..." will inevitably arise, because there are many things in SoD that practically beg for changes. Perhaps not in this generation of Heroes players, then in the next. And again: arguments, polls, a Schism into two camps, etc. IMHO it's better to nip this in the bud and draw a simple and clear line: "this is allowed—that is not."
Added after 20 minutes
It's tolerable because I have the ability to influence "the imbalance of 10 gnolls" (since you brought up such an example)! I can simply take a restart! I can choose a hero from the start to somehow smooth this over, I can examine the layout carefully, evaluate the guards of the passes, look at the 2nd-3rd-4th heroes following (maybe there are 3 stacks, magic, a ballista), assess the overall situation and, perhaps, "10 gnolls" will be enough for me in the long run! I decide for myself by evaluating the starting respawn, checking if there's some minimum required to play, and I can influence this!
But as for the presence/absence of control in the very first Dragon Utopia/guild/scroll—I cannot influence that or restart it! This is simply a pure factor of luck, a fundamental important factor on large maps, which is exactly what is being proposed to smooth over!
You can only restart what is discovered on day 1 (most restarts are taken on 111), but everything discovered later usually cannot be restarted. And there are many such factors; on 111 you can only make a general estimate—is it even possible to develop here or not?
But that's not what we're talking about, but rather that the gameplay of SoD is in principle very dispersive and imbalanced, and whether this is a virtue or a flaw is a matter of taste.
And rebuilding the guild doesn't fix the situation here. Well, everyone will have guaranteed control—then other crooked distributions will start to be annoying. We all went through this in WT. And we came to the conclusion that this can only be cured by mirrored templates. We also concluded that mirrored templates are psychologically difficult for the average Heroes player—because they have a need for freebies and the ability to blame defeat on the generator. In other words, all this search for distribution balance is a waste of effort.