The internal logic could be further optimized.I personally do this with my own commercial anti-cheat, and I find it works quite well. Like most modern game administrative systems (Kohls, Adonis, etc), most of the systems use require(assetId) in order to provide real time updates to their services without people needing to re-insert and reconfigure the system. Speaking of updates, a possible solution to this could be using a modular approach to this.Additionally, making updating will be a hassle, especially if there is a change in configuration. With everything being in one big script, it is quite clustered, and hard to modify to specific needs. However, I have some critiques of how the anti-cheat itself operates.
From what I can tell, it’ll do a good job at preventing movement based exploits.