Currently, most of the reports we have been receiving about Error 2002 are to do with this issue. The reason for this is that, as a result of longer queues and more time spent in the queue, there is an increased likelihood of issues occurring in relation to the player’s internet connection. In most cases, this is considered to be caused by packet loss on the internet route or instability from the Wi-Fi connection in the player's internet environment.
While I have no reason not to trust this statement, it is still evident that the lobby connection is incredibly vulnerable to interference like this. Ingame, it takes significant packet loss or approximately 30s of no received data, before the network stack considers the connection dead and the client will 90k. The lobby connection appears to drop if it does not receive the queue refresh packet, even if data is otherwise flowing normally.