Note this is feedback regarding 1.26
Please change how the entities being networked are prioritized. From the looks of it, players are already a priority, but outside of that, I believe that your networkRangeClose should be priority 1 before networkRangeNear, and so on to ensure that when a player is walking loose loot and other things can still be seen before something 800m away gets networked.
With a lowered networkObjectBatchBandwidthLimit, there's a bug where things just do not get networked at all. You have to leave the network bubble and reenter to fix it.
Also, anytime I see PlayerIdentityBase::GetInputThrottle() return a non 0, there is lag, regardless of what I have the server dz settings set to. I thought the networkObjectBatchBandwidthLimit was supposed to affect that, but even at very low settings where things take forever to be networked, I can still occasionally witness a non 0 number.
Just saying the game is still just as laggy as 2 years ago, even with the player list sync fixed. The new networking changes from previous updates fix some things, and make other things worse. The throttling is the only thing that really mitigates against it but has its own flaws that can be fixed.