Oh I do need to add. The fix is done in a different way. You can set /rate 1 and /snaps 1, they will be ignored. So even if you see in stats that player has low snaps / rate, they are discarded. Snaps is enforced to sv_fps (so in 3D, snaps will effectively be fixed to 30, nothing you set on /snaps cmd will change that), /rate is controlled by min and max rate cvars. Min rate is 15k, so clients cannot go below that, otherwise they'd still be bombarded with high rate.
I did notice very minimal jitter while playing with rate 1 and snaps 1, but that only happened on my client side and it was very minimal.