1) the server could accumulate inputs (problematic for buttons, though. hello Mr. Nyquist)
2) see the facetious comment in 1

(ie, I agree)
3) or just fix the damn code: the correct equations for x' and v' are [x' = x + vt + att/2, v' = v + at] or [v' = v + at, x' = x + v't - att/2]. Quake does [v' = v + at, x' = x + v't]. ie, quake is missing a very important half of the equation! This will actually make it so you have an effective infinite frame rate

(already implemented in QF, though I think I miss something because I couldn't make wall climbing framerate-independent)
4) hmm
5) I think float might be better for ms, but with the unit as ms, and maybe int for seconds. 100fps is 10ms, and 101fps is 9.9ms, but int will lose that .9. That will make a mess of things.
6) quite resonable
7) looking, comment later

unless you plan on never having speed control of demo playback (which QF does have), you absolutely do need separate variables for game effects and interface effects.
Re NER2: oh, so that's where it's hiding. I've hunted for that a few times and never did figure out why nq slides but qw doesn't. Now I can cvar it in both

[edit]Ah, that thread. Yeah, implemented in QF

[edit2]Smilies attacked my #8 and turned it into
