Solution for the lag will be a special category "bot play". The bot will not be programed but will behave like a black box, computer ai will record you every time you play in a local game and will slowly build the bot around. Then the bots will compete on a server, maybe separated by categories determined by previous recording time.
I worked at NASA (AMES) on a project to put small mobile robots on the moon. Our biggest goal was to create a tele-operated mode where from earth we could actively roam around the moon. The hardest part was that factoring in a 4 second delay from our commands to the network stacks to the rover on the moon, and then that video from the moon back to our computers and then creating good judgement. A 4 second delay seems insignificant but is in fact detrimental to intuitive controlling.
TCP uses RTT time to try to guess network congestion. Having worked on software that almost always had satellite hops, it sucks on long links. Primarily what you notice is that you get limited bandwidth because the TCP stack is throttling to prevent congestion. Not sure what RTT is to the moon and back but you would want to use something like TCP Hybla that does network congestion control a different way.
wouldn't it be less then RF? Radio Frequencies travel at the speed of sound, while lasers would be light-speed, from my understanding. I'd really love some insights on this!