Again, EVE Online = single cluster and a game on a 1 Hz tick rate. Nothing is disitributed and client latency only has minimal relevancy. The game is no shooter, you get to lock a target and activate a weapon/ability on it once a second. Projectiles get simulated client-side and don't have to go over the network.
Dreadnought is a shooter, stuff you do has to get transmitted over the network to all other players in real time, thus latency plays a huge role.
It's not even apples and oranges, it's worlds apart. Please stop bringing it up.