Give the code to the ones suffering, that way it is actually targeted.
They added telemetry and what ever before, it may well have helped track something, what it definitely did was make it longer to load in and added pauses.
Do you know how much telemetry they're going to be generating? It's not like some Formula 1 car, it's fairly miniscule. If I sat you down to play two sessions, one with, and one without the debug logging, I guarantee you wouldn't even notice unless you're playing on a dial-up modem.
Whatever your perception of the problem, it's highly unlikely you're identifying the true root cause, as there are so many other factors mixed in. Local WiFi interference (if you're not wired), end-to-end bandwidth blips, stellar forge server load (this was a big factor two nights ago) etc etc.
Also, having written some systems like these myself, you really need to collect everyone's data and do a statistical evaluation around what is normal and what isn't. You don't always know how to write the filter which you're suggesting gives it to those in need. Chicken vs Egg.