I see what you have told me, I have overlooked the clan generalisation which should be the most impotant thing which should be strictly looked upon and corrected. (Thanks for letting me know!)
I think every clan can be generalised by taking the WEIGHTED AVERAGE of the SP of the MOST FREQUENTLY USED SQUAD PRESET of all members of the clan and we'll name it CLAN POWER. By this we can know how each player's SP affects the overall clan strength. A benchmark (like the one we have in Tournaments, which will decide the difficulty of tournament matches) should be used. All clans which fall into the limits of the benchmark will be in the same 'level' (We can call it "Clan Classes", i.e: Class 1 (strongest clans will be here), Class 2, Class 3, till Class 5 (here, newly made clans will be present) All clans falling under the same Clan Class will fight against each othe rto get into the leaderborad and gain Clan Badges which the clan leader can equip on their clan to make others know that the clan has performed excellently in the clan events)
There is no need of generalisation between two players of two different clans but there'd be some levels of 'fair' generalisation between clanmates (which is done through by classifying them by the highest Tier unlocked by the player, which would solve many complications in terms of reward allocation. For other problems like Clan player availability and playing hours, I have tried to provide solutions in my first comment). And as players gain SP (either by buying new mechs/weapons, upgrading already existing loadouts, etc...) the Clan power will increase and they will automatically advance to the next Clan Class (if the clan power exceeds the clan class they are currently in)
The real things which need immediate fixing before introduction of clan events (I guess) are poor matchmaking, SP dropping, and exploitation of Clan Events, Because as a player I can only suggest ideas and debugging needs some support which one person cannot entirely provide through comments alone.