To simplify things, there is a trade-off involved here that arises when games have to deal with discontinuities in the flow of data. At one end of the trade-off we don't have these kinds of situations that are frustrating to the attacker and at the other end of the trade-off we have less potential for frustration on the side of the target. It is clear that in general we want to be a bit more on the attacker side, as this is generally what results in more fun overall for everyone involved, but we must proceed with caution when incrementally moving in this direction.
We will crank it up more towards the attacker side with regards to projectiles, look for a patch note mentioning projectile netcode sometime in the next days.