Not trying to single out Zephyr specifically, just this part of the comment brings to mind a common misconception about how data moves through the internet. "Speed" on a network is rarely every used appropriately. Unless you are changing the medium (like switching entirely to a fiber-optic network), your speed actually remains the same regardless of what "speed" you purchase from your provider--whether that is the light-weight 2Mb plan or the ultimate 100Mb plan. Physically, your signal's speed is still constrained to the same rate because of the slowest medium in place (many networks still have copper segments in play, so you will likely not get true fiber all the way from your demarcation point all the way to demarcation at the endpoint).They just upgraded their speed again, not sure how fast it is now exactly but all my other services load very quickly.
Early on, standard copper was providing a cap of just over 100Mb/second per wire used--but there was a limit on the distance you could use it reliably at that speed. We more or less got faster "speeds" by increasing the number of wires/channels used and bundling them to run on different channels and such in a fashion to make it appear faster, but bit for bit we were still bound to that 100Mb/sec physical limitation. The difference was that we were splitting larger groups of bits across multiple lines/channels either at once in parallel or right behind each other in serial. That principal didn't really change that much until the introduction of alternative mediums like Fiber and such (fiber caps vary based on material and such...but you are talking the gigabit level with fiber, not megabits).
What they are selling you as "Speed" is actually "Bandwidth". It means you are sending a larger cluster of electrons in each burst... but in reality they are all traveling at the same speed. So, as long as the amount of data being sent all fits in one burst---all that extra bandwidth isn't likely providing you any benefit aside from any impact it may have on artificial lag that may be be getting injected from the wait states on the slower line. It's a common practice for slower lines to have a sort of pause injected into the send/receive cycles to slow the line, so all you are doing is removing those odd milliseconds of wait state--otherwise, the data flows at the same speed. Your data bursts for this game are really small. Watch your S/R numbers and you'll notice you're not typically saturating the line with over 11MB of data in one pass in game, the rough limit of a 100Mbit line (there is overhead in protocols and such, and the limit is actually around 120Mb, so the cap is a bit higher but you typically still won't be reaching it for this game). So long as your bandwidth is wide enough so the necessary data bursts can get encapsulated in the same number of passes, you aren't really benefiting anything significant if your latency is the same. THAT is what our problems stem from... network latency.
Think of it as traveling on the interstate. 4 people traveling in a car at 80 MPH on the highway will get from point A to B in the same time as 4 people in a bus traveling at 80 MPH (provided they don't run into any traffic jams). Even if they are on a 4-lane highway vs. 2-lanes, it is the same speed to get there (provided both routes cover the same distance). You have the same number of people traveling the same distance together at the same speed. The differences between the two(you can have more vehicles or a larger number of people moving as one unit along the same path) do not impact the time it takes for the required 4 people to reach their destination. Your need is to move JUST 4 people at once. One may be costing you more to do so (ie the bus getting worse gas mileage than the car) without getting them there any sooner (80 miles to Columbia at 80MPH will still take 1 hour, regardless of which vehicle they are in). The benefit of the wider bandwidth plans is just so you can send either larger chunks of data at once, or to send more chunks of data from multiple devices.
So... unless you are consuming a lot of data elsewhere while playing the game that might cause your packets to get delayed from over-saturation... all that extra bandwidth isn't really increasing how fast your data gets to/from SE's server for this game. That is an issue of latency that depends more on the medium being used (all fiber versus any element using one of the slower mediums like fiber/copper/wireless), distance traveled between segments, and any delays in forwarding between hops along the way.
That is the issue at hand here... problems that are increasing our latency in route and not how fat a pipe you have to the internet.