(disclaimer: not an expert on this) Save/load mechanisms could be used to send a desynced player the current simulation state so that he can continue from clean slate. But save/load was never implemented for a multiplayer game, only worked for single player.
Solutions are always possible, it's about effort and prioritizing one over another. Fixing the issues that make desyncs appear are better always than trying to fix a desync after it happened. Nowadays desyncs seem to me rarer than they used to be let's say 5 years ago, so it's not like there is no progress.
I think the initial requests of the thread make lot of sense considering status and effort. I would summarize the issues as:
-
log error spam (helps nobody, but would need another mechanism to highlight the problem is there, otherwise one message can be easily missed)
-
problem is not understood (limits what actions can be taken and leads to people that do understand to be frustrated)
-
game continues (I have seen games in which people from different teams were happy they are winning - would be hilarious if was not sad)
One thing not touched here is: are desyncs games rated? (I knew they are not, but not sure anymore). Because if they are rated they could be used as cheating (desync game if you are loosing).