Unlagged is always a good thing, but... players need to patient. Implementing the system is easy, but fine tunning it so it really feels right requires quite a time.
Also, the unlagged implementation has to be restricted. The goal is not making people with 300 ping play as in LAN. It is to help people with already decent pings and tie the playing field for them. The backwards reconciliation needs to be limited to a max or 100/150 latency to prevent very high pingers producing glitches on low pingers. People trying to play with bigger pings are already in too bad conditions to bother helping them further than removing 100 from their delay.
I should say, to explain why I talk like this: I implemented the antilag system in Warsow. It's not an unlagged port. I did it from scratch, and didn't even read unlagged docs, but it's the same concept. So I have experience. Writting it was easy and didn't take more than a few days. It took 3 Warsow releases until the fine tunning took it to how it feels now, which is the first one I consider feeling "right".
I must add. I played in a Trem server with unlagged. I think it was a balance mod server, and was quite a while ago. It didn't feel good at all, but the system was working. Very far from ET-like levels, but it's just a matter of keeping evolving it.
Trem is harder to fine-tune than ET, tho. It's more similar to Warsow's difficulty (ET is all bullets, which are the easiest to antilag). I'll make some recommendations based on my experience. Feel free to ignore the following

- Reconciliating method is not always good for projectiles, specially those with splash damage. I'd recommend to use a pre-stepping method for Lucy balls (spawn the lucy shot forward by the compensation latency).
- But sometimes it does work good for the fast flying ones without splashdamage. I'd backwards reconciliate pulse rifle.
If you backwards reconciliate a projectile, it is a good idea to hack it's position forward by the latency only for the transmission, so the other clients see it in the position which will damage them. This projectile offseting would require to modify the entity writting routine, tho, so it can't be mod based.
- Try to keep the latency compensation values smooth, at both client and server. Some averaging of the last ones does help to achieve a consistant feeling.
- Don't hesitate to add an arbitrary nudge cvar on the server side to fine tune the antilag. Latency precission is impossible, and some manual tunning may end up being the only way. Also, perfect antilag may end up feeling like you must shoot after the enemy to hit (Q3 engine has a delay even on listen server), so the server may need to put back this delay to feel natural.