@Blodir One Minute is a ridiculously long example as I'm sure you know. There is some wiggle room that should be allowed for connections that seem to have random intermittency but does not stat disconnected for long enough periods to get them out of sync with the overall model checks.
Also I do have tons of empirical experience with the game play and when it lags, and how this looks on the F11 screen. You can see who is behind, and you can also tell from this and enough experience that people who do not have connection issues often register as the problem due to a reflection of the the initial problem complicated by high.er ping.
My question is why does not the connections with intermittency problems re-route to another node? and also all of these problems get solved by a server so even a basic attempt at a fund raiser to move partial gameplay over to a test environment to see if it's game-changing would be worth it. If FAF gets eyeballs waiting for games, then that is ad revenue, and after a test period large cost offsets or full cost coverage could be possible.
As for the netcode rework, It should be a piece of cake. Mostly deleting lines cross checking position commands taking at the same time on P2p and replacing them with an almost identical server based central response. The result is small problems no longer slow the game down to 1/2 speed, less disconnection problems overall, hopefully better re-routing of net access, and I don't get blamed for lagging living in the USA playing with mostly euros. Also more sales and return of USA player base would be likely.
Right now one glitchy person on the P2p net, and everyone is getting flashy cursors, slow gameplay, endless RE cycles, and frustration instead of competition.