Hey Soldjah! Alas..I have been so busy with work I haven't look at it for the past two weeks. I'm going to have to just throw up a network analyzer and do lots of packet captures to see what might be the problem.
Until then I would highly recommend not sending floats across the wire (in my example I'm not casting to int before sending which I should) and not sending updates every frame. Both of these, but especially sending every frame suck down mega bandwidth.
In the next release I might turn on rate limiting control. Right now it is auto controlled..I might have it configurable for the user so if they know that clients only have 56Kbs you can limit it to that.
Other things you can do to help...make your states as short as possible. For example, when sending a player position update.. Call the position "p" and check against this vs spelling it out. That will save 7 bytes of data per frame, etc...