Awesome insight. While playing FPS', I wondered why corners were a point of contention for me, both in dying or killing, and now I have additional insight. I can sit at a corner and die from an oncoming enemy, or I can take the corner and take the enemy. I assumed it was all due to my own biological perceptual system, and now I see the synchronization would be giving each player an advantage depending upon who's over…
So in that sense, corners are pretty much a point of contention for everyone at every level since most of the game is based around taking and holding corners/angles.
The peeker vs holder relationship is pretty interesting to analyze as there is more to it then just server sync. But how both players try minimize/isolate the amount of angles they attack/are exposed at any given point in time.
As well as use their general game knowledge to make predictions about where the enemy is most likely to be in a certain situation. Prioritizing their attention/crosshair on those angles while ignoring the others.
I think this what makes it fun. Theirs a lot of thinking + buildup/anticipation for the moment of contact between players which is then usually resolved in <1s. And since the dead player has to then sit out the round it feels meaningful.