enlighten us.
most (or at least a lot) of the problems that people describe here would not be going away simply by switching to a server based architecture. on top of that, people don't realise that with the switch to steam, we already have a semi server based system in place.
ping/lag issues? best approach would be a regional setup like sc2 or lol or similar systems. even then you will still have these problems unless you implement it the LoL way (as in, no response from client? who cares? game goes on), which would mean that if your net spazzes out for a second or two (or someone using your connection starts downloading sth or whatever), you might already have been "kicked" from the game (with no possibility of reconnecting, but that could be implemented. but even if it does get implemented, how do you make it work? you have to play against the AI until the VPs run out? His units just stand around? doesn't really work in coh).
drophacking? in a perfect, completely server based system, you should be able to detect who is trying to drophack. in the current state, it is pretty much impossible to tell who the perpetrator is.
maphacking? server based system does nothing to prevent that. your client needs all the information anyway, so the only hurdle to pass is to make that information accessible. a well written hack will be able to fool any kind of cheat detection/prevention.
while i am inclined to agree that the current system is not flawlessly implemented, it is a reasonable compromise (as in getting the most use out of putting in the least possible effort).
also, i don't know if you played on b.net back in the days, but i remember it as being laggy as hell too sometimes, especially if you got a guy that thought it was cool to play in a different region.