Redoing the shield system
Since I'm suggesting something fairly radical, I ask people to view this idea as if they were creating the game in the first place and not be predisposed to shoot down any idea which is different than they've grown accustomed to. The fact that you get a shield at 40% destruction and 90% destruction is completely arbitrary and has nothing to do with what's the best way to actually allocate shields.
That said, the primary purpose of a shield is to prevent a player from losing too much loot from one attack to the next. Instead of awarding a shield based on percent of the base destroyed, why not give shields after a certain amount of loot has been stolen? Assuming the victim doesn't attack again, this would be added from attack to attack, and after the threshold has been crossed, a shield is then given for the appropriate time. Allow me to provide an example:
As a Town Hall 8, I can have a maximum of 300k of each resource stolen in one raid. For a 12 hour shield, let's divide that in half, and say I get a 12 hour shield when 150,000 resources total (gold+elixir) are stolen, and if 300,000 resources are stolen, I get a 16 hour shield. We can also choose an independent amount of DE that can be used in conjunction with the basic resources, but I'm not going to give a numerical suggestion on those, but if you get zapped bad I think you should get a shield. Anyway, so let's say the first raid hits you for 140,000 resources. If a second raid hits you for 10,000 before you attack, then you get a 12 hour shield, and a 160,000 raid would offer the 16 hour shield. This also removes people getting shields for being TH sniped.
Why do I propose this? It solves many of the problems associated with DE zapping and the revenge feature. People can never get revenge if bases are town hall sniped the second they go offline, and now to get a shield you will have to suffer an actual attack. This can then give more value to trophies, because you won't be hoping someone takes a couple sniping to give you a free shield after every attacking session, and also might encourage more attacking because it means less instant shields after signing off so people have more incentive to attack. If people want to leave their TH outside to drop trophies, that's up to them, but they'd no longer be immune to attack. Attackers can now find more loot since people won't be able to hide their loot, and all in all this would make the game more fun.
Are there any drawbacks to this idea other than people want free shields and this isn't how the game has always been done?
EDIT: To take into account loot might have on trophy pushing in higher leagues, we could include the win bonus into the formula for gold/elixir.. So if the threshold for a shield is 200k elixir and gold and someone attacked for trophies at a loss for the profit and got 100k as a league bonus that 100k would be added to the amount needed for a shield.