@cinnao I believe given that law and order is supposed to be a thing within the town rules part, that guards will likely be strong enough or have the requisite 'stop and arrest' skills required to make that work.
At the same time, I don't think guards will be made to hold up during things like wars or demon invasion of the human realm events. How exactly they do that will very much impact the gameplay around those, but my expectation would be guards act like a normal combatant at 1v1 level then.
For the rest of the time, I am in favor of the guards having a higher strength. Players tend to find ways around things, so only if they are a real threat will the entire law and order part hold up based on town rules. If that doesn't hold up, it isn't really a plus to the game. On the other hand, they should not be invulnerable either, and players who are up to no good should not be put on the spot with a guard who cannot possibly have seen them doing something wrong (unless they have something like a warrant system where that player is banned from town)!
I'd also expect guards to be realistic enough to use a buddy system, and even to have alarm/retreat options to gather more support. Not because they should stop all crime, but because that is fairly realistic.
Finally, yes, players will run toward their preference on a lot of this. I'm looking at where they should go based on players using meta and tactics that won't be predicted, and all that. I do believe that player war-bands may be something that will have to be addressed (because we all know that people have varying motivations, and those who want to PvP sometimes disregard that in those who do not and WILL drive players away... part of the reason that there are three worlds here and all that) but also that there should be some mechanics on the human world for raiding. It will be something that is difficult to balance at best. So many games have failed to look at how players will act on such things, and just lost a huge amount of their market due to that!