Okay, I’ll bite. The score needs to consist of three components:
1.) A skill component. Not just everybody should get points, you need to win. I propose 1000 points, awarded for getting to the victory screen.
2.) A variety component. Using the same team all the time gets boring, there needs to be an incentive to not always use the same four troops. I propose 125 points, awarded for each troop within the team at the start of the battle matching the daily color.
3.) A tie breaker component. Something that pulls scores apart whenever several players perform equally well. I propose a random number in the range 250 - 500, awarded on reaching either the victory or the defeat screen (no points for quitting).
This will make players get at least 250 points for each fight, 2000 at most. It’s easy to understand, allows any play style players may wish to follow, with a very clear goal. Win, no matter how.
What about the random factor, isn’t that possibly unfair? No, it will filter out, in the long run those winning more often will get the better total score. Statistics. You don’t really need to understand it, you just need to ask yourself one question:
“Would I have noticed if scoring had already been changed to contain such a random component?”
A complicated, multi-layered calculation based on components not known to the player is nothing but a random number for all pratical purposes. Keep it simple.
For changes requiring a patch, introduce a daily tribe (e.g. Human, Dragon or Rogue) in addition to the daily color. Same scoring rules, adding troops of the correct tribe to your team also grants an extra 125 points each. This will spice up variety even more, making each Guild Wars week unique for a long time.