Yes, while this issue is certainly very applicable to some "massively singleplayer" or pseudo-multiplayer games like TrackMania (where cars don't hit each other but milliseconds and accurate reaction are key and errors accumulate due to car momentum), multiplayer games where the "reaction environment" is chaotic and the closest you can get to a pattern that can be anticipated (thus making the reaction time irrelevant and making the driver etc lag very critical) is probably a case where someone is trying to dodge your instant hit (quake railgun type) weapon very predictably by having some sort of predictable pattern in their movements - only in such online shooter scenario you can really speak of "anticipation horizon", provided the network lag is very constant also.

I think the fact that Carmack has made some noise about this as well suggests that leading game designers have such driver lag actually affect their game design decisions.

There are some music games where you can cheat/skirt around the lag issues because your input to the music game does not affect the tempo of the music. If you compare this to arcade or driving games, your actions do affect what will happen in future (momentum). There may be interesting game ideas that are not just doable right now because if you do them you will find that in order to get the anticipatory and "in tight sync with the world yet allowing each time be new experience", the gameplay just becomes worse and worse the more end to end lag and jitter there is.