defer allows for nonblocking commands, which is a very nice thing to have for advanced console hacking. It is also used in official configs for demo seeking. It's a nice general-purpose tool.
The only efficient anticheat is serverside. For example, culling makes wallhacks useless on maps with decent vis. Clientside fixes can be circumvented, especially easily if the fix consists in a few lines disabling a setting in multiplayer. Thus, a clientside fix would only give an advantage to people who are experienced enough to compile the engine and modify a couple of lines in the source.
Same thing about logging, a simple modification would block the client from sending the message.
EDIT: I remember when defer was implemented, there was a lot of talk about timing items with that. I can't find any logs, but div must remember the conclusions...
The only efficient anticheat is serverside. For example, culling makes wallhacks useless on maps with decent vis. Clientside fixes can be circumvented, especially easily if the fix consists in a few lines disabling a setting in multiplayer. Thus, a clientside fix would only give an advantage to people who are experienced enough to compile the engine and modify a couple of lines in the source.
Same thing about logging, a simple modification would block the client from sending the message.
EDIT: I remember when defer was implemented, there was a lot of talk about timing items with that. I can't find any logs, but div must remember the conclusions...