While I've got no idea what the code for it would look like (or how it currently looks and therefore actual feasibility), I would look at making some kind of formula that decreases the 'backswing' animation lock of OGCDS (the 0.7s lockout before you can use another) by an amount proportional to the average ping of the player. So, my ping is usually around 35-40, meaning it'd take 35-40 MS off of the 700 MS 'backswing' animation. Someone on 150 ping would have even lower animation lock, etc. So that the player, regardless of ping (up to 700ms at which point, oof) would be able to doubleweave just as effectively as one another. Also, some actions could do with having their 'frontswing' for lack of a better term (sorry, used to play DOTA) shortened, like Hallowed Ground and Benediction (and tbh most healing actions)

The main issue is that those third party tools, with a bit of editing, can very easily allow for wacky things like 'you can Quadweave no problem', which falls into actual cheating. So ideally, the solution is something that scales based on the user's ping, so that you can always doubleweave regardless of ping, but you can only doubleweave, and not have it enabling tripleweaving or such