I'll concede that I use non guard elements to allow for my particular play-style, and I've never argued otherwise. The previous post was targeted at your claim that you cannot effectively combat, with an Imperial Guard army, the "real assaulters" of the 40k world, and I explained a number of situations in which you can.
Moreover, by nature of being legal in the rules, I don't see why a hybrid army should be considered a separate entity. I would encourage every player of an Imperial army to look at using allies -- they can really bolster certain aspects of your force, and the Imperial Guard Codex, as I discussed in detail, really can facilitate some excellent combos.
The only thing that I disagree with your opinion that the guard themselves cannot win out. I gave an example in the above post wherein an exclusively guard force trounced the theoretical TH/SS terminators. If you get the charge against even Khorne Berserkers (with an equal amount of points spent on both groups) you have a pretty good chance to seriously gut that squad. In fairness, you'll get gutted in return, but like so many things in the guard arsenal, a bit of combined arms and you can tip the scales in your favor.
So what if the Berzerkers are in transports? They can't assault they turn they disembark, so they're going to be vulnerable to at least one round of shooting, and you can get the assault.
If you're worried about Termis then spend 5 points to upgrade the battlecannon to a demolisher.
But I agree with you -- being a close-combat oriented is not central to a successful guard army, but I would definitely say that being close-combat oriented can be central to a successful guard army. And I'll freely admit that I think Inquisitorial elements can improve efficacy greatly -- what's the problem with using them? That's what's good about the new guard codex -- you're not just Str 3 T 3 guys anymore. You're Str 4 I 4 guys, and that can really open a lot of doors. You're striking as well as a Space marine against a space marine for a 3rd of the cost.
Close-Combat can be valid. So can Mech, and gunline, and air-cav, and any of the multitudes of new options the codex has granted. That's all I'm arguing.