Yup, not everyone can convert cyanocobalamin or hydroxocobalamin to adenosyl-/methylcobalamin. Especially in severe cases, anecdotally I’ve seen people not make progress with the standard cyanocobalamin injections, but then make huge progress with methylcobalamin injections. Unfortunately, methylcobalamin is often not preferred in injectable form due to very quick degradation into hydroxocobalamin upon exposure to light.
If I stop taking the supplements for a few weeks, the memory problems come back. If I start again, a week later my memory is excellent. It’s well worth the minor effort.
I haven't seen any papers where cloud gaming servers implement rollback logic on your inputs in behalf of the game developer.
Even assuming games that do support native rollback, most rollback netcode implicitly considers you're local to your game client, not in some relay box 7 frames or more in the past.
From the log consumer (person) perspective, you'd want logs to provide you with sufficient information when troubleshooting. But since trouble usually happens when things go wrong in unexpected ways, the logging likely won't be well aligned to emit the right info for you to figure out what's going wrong exactly. What then, are you supposed to log the entire application state and every change to it? But then that's way too expensive, and there's a decent chance you might just drown in the noise instead. So you're left with this half artform half science type deal.
One thing I'm grateful for is that over the years most everything now logs in JSON lines at least. I just wish there was a standardized, simple way to access all the possible kinds of JSON objects that might be emitted into the logs. A schema would be a good start, but then I can immediately see ways how that would be quickly rendered lot less useful early on (e.g. "this and that field can contain some other serialized JSON object, good luck!").