Earlier quoted context omitted.
Are there more sophisticated cheat developers though?
Cheat development these days is incredibly sophisticated. There are swathes of tutorials, old and recent examples to research, advanced inspection tools, etc. It's so much easier to make cheats today than it was, say, 10 years ago. It's also easier because more and more games are sharing common infrastructure like game engines, as compared to the past. What works in one Unreal game may save you a lot of time developi…
Cheating and anti-cheat used to rely a lot on the pure technical parts (like "is something sneaking some reads from the memory the game engine uses to clip models?"), which is ultimately not something you will win as a game developer (DMA/Hardware attacks or even just frame grabbing the eDP or LVDS signal and intercepting the USB HID traffic has been on the market for quite a while).
But implausible actions and results for a player can only be attributed to luck so many times. Do 30 360noscope flick headshots in a row on a brand new account and you can be pretty sure something is wrong.
If we can get plausibility vs. luck sorted out to a degree where the method of cheating no longer matters, that's when the tide turns. Works for pure bots as well. But it's difficult to do, and probably not something every developer is able/willing to develop or invest in.