As a developer myself and having used the UnrealEngine (99, 2003/2004 and a little UE3) also myself. Yes you’re right the analogue state does take some time in relation to a simple button press, but it’s next to nothing compared to the rest what the engine has to handle. And the engine has native support for it and it never was a problem. You also seem to forget that a lot of keyboards these days are wireless which also adds it’s own latency.
And again, it has worked for years with Dirty Bomb, but only been disabled a few months ago (or so).
The way the analogue works isn’t really a problem for competetive gameplay, and it certainly doesn’t have any real impact on the CPU (background processes from windows have way WAAAAAAAAAAAAAAY more impact on the cpu power).
And who cares if keyboard commands allow reflex like movements, it doesn’t make you a better player, practice does and not having to care about RSI (which keyboard playing is one hell of a major factor in) is.
I have a feeling you have no real idea what you’re talking about, because yes analogue has an acceleration from one direction to the other, but that’s not how the UnrealEngine interprets it, at least not when it comes to direction (yes you can make use of the acceleration if you want to but in most cases it’s about just hitting a certain border which makes the engine interpret it the same as if it got a keystroke, that’s all setup through parameters in the configfile). With keyboard you also get a lot of ‘ticker’ events if you press a button or not, so it isn’t as simple as just switching of the states…