I've thought about this as an actual new player, after posting the suggestion quoted above by Bobbit1.
However the developers choose to set this up, here's what I need to know in order to pick a clan in-game, without having to refer to outside resources. It needs to have decent filters so I don't have to scroll through endless pages. As an usable interim alternative to in-game (IF this is easier to deploy) read live data from the servers and post it with daily refreshes either in a module accessible at the shards list/server signon, or on a page at the Naval Action website.
What I need, as a new player.
Active clan. Default display only Yes, based on last member logon, if inactive clans are displayed at all.
Seeking new members. Default display only Yes, if closed clans are displayed at all.
Active member count.
Nation.
Primary time zone.
Language spoken
Ports
Primary clan focus (trade, raid, conquest, etc).
Player focus sought (trade, raid, etc. Smaller clans might actually need new members with a different focus).
AND what the participation exceptions are. Life outside the game may only allow for logging in a couple times a week. Which might not be suitable for a tight-knit clan attempting conquest half-way across the map.
I do like the idea of doing the tutorial before being able to join a clan. It saves existing clan members from having to completely orient someone from the ground up. On that side of things, clan officers might want to know basic stats about prospective members, such as a permit count, first logon date, etc. This does not need to be exhaustive, just fodder for chat questions.
And an observation about PvE (which is where I am currently learning the production mechanics). Improving clan access/visibility will not improve playability on PvE. The player population is currently too low. The trader tool needs to be improved so buyers and sellers have a better idea of where the contracts might be.