The problem with the Sabotage feature is not how easy it is to Sabotage, but the general concept of the feature itself. Why use a nuke which takes over 1 month to build when you can destroy a single villa in a day with spies that only takes 30 mins - 12 hours to train (Who gets the 5th spy anyway?
). The whole concept is in my opinion "anti fun" as there is barely anything you can do to prevent it. At least if your under attack by a normal nuke you can maneuver troops or call for aid.
As far as im aware there are three defining choices for hall of orders.
Offensive - For players looking for that extra nuke
Defensive - For players looking for defense against siege weapons (rams mostly) to gain the most out of their wall defense bonus.
Then there's Sabotage, which in my opinion falls under the offensive category as you are offensively destroying the enemies buildings as opposed to units.
What hall of orders needs is a defining choice that is Tactical. The problem is with spies is that the feature is based purely on luck, making it hard to create a tactical feature with spies.
So far with each choice (apart from sabotage) you get unique unit. As some of you may know there is an achievement called "Bounty Hunter" which gave me the idea of the unit -Bounty Hunters-
When you choose the Order Guild of thieves your spies get replaced with the units Bounty Hunter. Which grants a higher chance of defending against spy attacks and also can be moved between villages. Bounty hunters can also be sent to enemy villages with a chance of killing enemy spies (The more you send, the higher chance of killing more spies) making it easier for your spies to spy.
Bounty hunters can still be killed like a normal spy, however they have a lower chance of dying then normal spies. Pitting Bounty Hunters vs Bounter hunters holds the same chances of Spies vs Spies.
With Bounty hunters, Sabotage seems less threatening. However i have yet to come up with a suggestion that replaces Sabotage.
This is just my opinion and a suggestion ^^