About RC hopping, bassically, we disabled it because, with only 4 players in team's lineup, it's really too easy to destroy a human base without any defenders. RC hopping with a goon, shoot the reac, and, in 1 minute, human base is down (when I see how some players are able to make RC hopping so easly even with a perfect human base...). So, only spot available for humans are low ceilinged, and, in some maps, it's sometime hard (or impossible) to find a good low ceilinged spot.
Deny RC hopping will make humans able to leave their base for a while with all their players (only 4) without having to keep a defender every time they attack. This rule was allready up in TFT and many people agree, because it permit more dynamic games (and make humans able to fight aliens outside the humains base at 4vs4 and not 3vs4)
However, you're allowed to take up the reactor if a human is able to see you (or able to hear you), so, you're able to take up the reactor to protect yourself during a rush, and to make humans destroy themself their reactor with a BIIIG luci SHOT !

We don't plane to accept to change this rule : if we accept to change a rule, then, we will probably have to change an other, then, another, etc... There rules worked for TFT, I don't see any reason why they will work for TOT too.
I hope you understand our reasons, even if you disagree.
EDIT: oh, I forgot. RC hopping has its part of bug too. First, reactor attack source is at reactor basement, instead of reactor center, So, when you're on the reactor, reactor deals very few damages. It should deal more damages. Second, turret attack vertically only if they see the center of the opposant hitbox. So, even with a large fire range, turret will ignore enemy. More over, reactor hitbox is really bigest than visible model, and square.
This screenshot give details (all turrets are off here, but you can see turret I'm on see the goon perfectly)
About unlagged, it will be off.
There is many debates around unlagged. Basically, 50% teams like it, 50% teams doesn't like.
So, we chose to disable unlagged because tremulous 1.1 is designed without unlagged. Unlagged is a big gameplay change, so, we decide to play without unlagged, like the original tremulous 1.1. Developpers seems to design a tremulous 1.2 with unlagged, so, if we'll organise tournaments under 1.2, it will be played with unlagged on
If you're US, I know it's really hard to play without unlagged on an EU server (and probably impossible to win against strongers EU teams

), but... I don't know any reliable solution against lag issues

Details about server.cfg will be released soon (we have so many things to do ^^')