You need to differentiate clearly between what comes from latency and what comes from how the system is designed in the first place (this is not about tick rates):

- Any button you press snapshots multiple things when registered by the server and this is only affected by your latency. Any crowd control for instance, happens instantly and is resolved as soon as you press the button, period, with the exception of Salted Earth that first has an instant snapshot draw-in, and just after is followed by a delayed bind.
- Any effect or damage will be snapshot as well, but damage for instance is resolved after animation delays (which can be significant for some skills like LBs). So if you Guard after an attack has actually snapshot (at button press by the opponent), you'll still eat the bullet because it snapshot before you actually Guarded, but the damage will apply after. If you heal/recuperate in between however, the heals will heal you and it might save you from an attack that was used earlier, because heals don't wait for what was snapshot by an opponent to take its time and hit you first.
- Any lingering crowd control that doesnt prevent you to guard (like heavy, bind, etc) can be nullified by Guard, meaning that they will snapshot and affect you even if you Guard after their instant snapshot, but Guarding will cleanse them because you can't be CCed under Guard.

If you have other issues that can't be explained by this, then this is probably latency on your end.

Don't take my post as white knighting the system or criticizing it, just explaining how it works.