Sorry for the late reply (over 4 years, LOL). I was looking to do the same and posted a similar question since no one got back to you:
Since no one replied to my question either, I forked the GitHub project and added a new sv_noRateLimit option that disables the rate limit for all players when enabled. Here’s my fork in case you (or anyone else) is interested:
But I found that that was not enough to get the best ping times, so I dug into the code a bit to understand what was happening.
The key was to decrease the delay between snapshots delivered to the clients. To do that, I increased the sv_fps value on the server (because that caps the frequency of snapshots) and also increased the “snaps” value in the client autoexec.cfg.
After playing with these values, I’ve got a pretty consistent 10 millisecond ping to the server when playing remotely, down from around 22 milliseconds. So yay for the over optimization team!