Yeah. Most math will probably be accurate enough on nice, whole time deltas. The issue again is the dip in frame rate, especially sudden, quick dips.
The general idea is with these features, I have control of when time delta changes, how it changes and how much it changes during slow down. I can set minimum FPSs, add options to adjust how frame loss is handled for the player and a number of other things. This makes overriding time delta a real nice and powerful advanced feature. It gets the job done right now, but I think those few changes would make it awesome.