I personally like how the new update has affected sliding, so kudos on that.
One problem, in my view, is not with a player being able to move away from a shot too fast, it's with the animations being synced correctly when he does so.
Good fighting here is all about prediction. A jittery ping or high FPS can often lead to fucked up animations (I'm just talking about running, walking and jumping here - leaving aside shot-sync for now). If I play a high pinger who has a solid connection and high fps, it's not such a problem to kill him, because I can see all of his animations, I can see where he's going and what he's doing. Someone with low FPS or jittery ping, however, presents far more of a challenge.
Am I correct in thinking this is perhaps theoretically an impossible issue to solve? Is it the case that low-FPSers will be sending fewer anim packets thereby skipping some, and that jittery-pingers might be sending them, but there is no way that they can be received? If I'm wrong and there is some sort of solution, then that would be great.