I didnt see anyone say "in this Vice War all I had happening were people who heli started too quickly, guys doing glitches I cant do" and so on, the closest thing is the scroll wheel switch which they can personally help themselves to by running FL on 30 fps.
Probably because no one bothered to notice, investigate, or point out that there are a good variety of pros and cons to 60fps and above beyond. Before I pointed out that movement speed was essentially the same in 0.3 at 60fps with a video and did some fancy theorizing before becoming a dev, virtually everyone here believed that playing at 60fps was the same as speed hacking and gave you impossible glitching power. No one then, myself included, cared to investigate further, that was considered case closed.
The best example for how 60fps can be abused in a real situation is the army base, which is rife with thin stair railings that can be abused for a speed boost. One of the retorts in this thread is that there's no real way to exploit the railing jump, except there is, in rather cowardly fashion. Obviously at 30fps, railing jumps are virtually impossible, but even at just 60fps, you can use them to make some pretty dumb getaways that wouldn't even fall under death evasion rules.
(This is literally the exact same thing spectators in VCDC were doing to cross the transparent barrier and break into the fighting ring.)
Besides the game engine shitshow that is R*/Renderware at 60+ frames, I'm really waiting to see the shitshow that happens in the community when people adjust their framerates higher than 60 on public servers.
Going back to the army base example, the things you can do with a decent graphics card are hilarious when you start getting to 250-300fps. For instance, the railing in front of the building in the LW army spawn essentially allows for self-propelled flight. At that speed you can disable the frame limiter, jump on it, glide all the way to the roof of the adjacent building, and turn your frame limiter back on for normal play.
http://imgur.com/a/nkEbKAnd this is just the easiest/first thing I could think of. I'm well aware that people in the community can get very creative with the way they use game bugs and glitches. You could get around this particularly egregious kind of abuse by capping the framerate at 60 anyway, but that doesn't fix the prior example or any issues like it, or fix any of the other issues raised.
Hence why I think this is an issue that is rather game changing at best, and absolutely game breaking at worst. It's essentially allowing playing with completely different game constraints, and it's something that every single active dev on the VC:MP team has warned against, and there's not much we can do to fix it because we don't have the entire game engine readily reversed.