It's perfectly understandable you feel that way considering your location. I've also had to adjust to the extra split second lead time necessary to land that distant shot while living in California and playing clan matches on deep European servers.
There's many ways to look at it, but it boils down to server-side hit detection being a major part of the skill based gameplay people are looking for. It was one of the mechanics that led to the success of Ostfront/DH and set them apart from what other games were doing.
In addition to this, client-side hit detection is only valuable for those living in extreme outlying areas with no servers near them. For the overwhelming majority of players (and no, I don't have hard data to refer to, but let's be honest with each other) this isn't an issue. You'll have servers all over Europe and the United States, as well as Australia. Most people will have no problems at all, and making a change like this, which
does have a very real effect on the gameplay, for a very small group of people is not the right decision imo.
Hell, I remember Pongo from my clan who always had over 200 ping and he consistently kicked *** and led the scoreboard frequently. It's something you learn to adjust for (skill based), and honestly only takes a couple of rounds downrange to get a feel for how your own personal latency on any given server is going to effect how much you need to lead. I point to your forum signature.
When all you need to do is simply put your ironsights directly on the enemy regardless of distance to score a hit, the game slants much more into the twitch realm. Whereas if you have to calculate and get a feel for the lead you need to take as well as what the enemy might do as far as tactical movement, players actually miss
more and this leads to longer firefights (something most people consider better gameplay). This tilts the game toward rewarding the very tangible skill of being able to judge all of these variables at once and being able to score hits where some can't or have a hard time doing the same. Again, skill based.
When you learn how to adjust and score hits in light of the variables, it is a very satisfying feeling, no? It's like leveling up except it's you the player leveling up your own personal skill, not some artificial leveling mechanic. I won't even mention the frustration of being shot after you've rounded a corner.. oh wait
This is why I recommend they go with server-side hit detection. For me, it really rides the game breaking line to not have it server-side. Maybe 'game breaking' is too much of a term to use, but it really lowers the satisfaction of the game to just be able to put my ironsights right on the guy and score a hit everytime, I mean, how rewarding is that?