If any of the developers are reading, this question is occupying me:
Pre-1.0, it was said that the relatively low speed limits on ships and projectiles were partly due to netcode considerations; keeping the margin for error as perceived by different clients low. The fastest non-hitscan thing in normal space was (correct me if I'm wrong) a small cannon shell, at 600m/s.
Now, in 2.1, all our speed assumptions are out of the window - we have ships topping out over 800m/s and that's before they've been 'rocket-jumped' using shock munitions, and munition velocities are hitting 1000m/s.
That doubling of velocities sounds to me like a big challenge for the netcode to keep in sync - what has changed on the backend to allow this increase without Weird Stuff starting to happen?