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Thieves Guild Requirements by kryptopyr
https://www.nexusmods.com/skyrim/mods/14157/
Lack of mods like this is the sole reason why I haven't swapped to SSE yet. She now active again. I will move to SSE at once, when kryptopyr converts more of her mods.
Play Oblivion
This isn't nostalgia, Oblivion was buggy as hell too, and combat in Skyrim is much better than Oblivion, and the spell creation feature led to min-maxing of spells. Both games have their advantages, but Oblivion had better guild quests.
Start using a forge as Brynjolf is walking up towards you. He'll still accuse you of being a thief, but he can't lock you into dialogue. He might repeat what he said once or twice. After that, he'll walk away and you can enjoy the rest of your game without the quest in your journal.
As for what happend in the initiation quest, my guess it got triggered from you getting arrested. Normally that's only supposed to happen if you get caught doing what he told you to do.
And if you think the game is too easy, turn up the difficulty, or install a difficulty mod. There's plenty to choose from.
Oh, and there's a mod out there that lets you destroy the thieves guild. In your case, you'd probably love it. You start it by killing Brynjolf, which you can even do in broad daylight and no one will care. You then recruit Mjoll to go down into the ragged flagon with you and kill everyone else.
And personally, I think the thieves guild is the best done of all the guilds in skyrim. It just feels the most fleshed out. Also, they're the only guild with interesting radiant quests. I suspect that they're the guild the developers made first, and then they rushed the rest.