Do you ever stop to think about whether what you are doing is wrong?
I understand and am not surprised that there are businesses built on cheating (see Blizz vs. Glider), but it's pretty striking to me that you never even mention ethics or morality in your post.
I have been creating and hacking games for at least 20 years now. The hacking actually started when a friend who I shared one of my earliest games with (most likely a Breakout clone in Windows GDI / C++) hacked it with a memory editor to change his score. I was amazed at the time, both by his apparent ingenuity but also how easy it was to do myself in other games. 12+ years later you could still use a memory editor to desync RTS games (aoe2) or even over-write resources or XP (as in some SC2 custom games back in 2010).
But I've also played games competitively. I was probably very close to good enough to compete in cash tournaments in Unreal Tournament 2004. I remember ending up in a game with a cheater who bragged about his aim-bot's ability to compensate for high latency (up to 300ms). I was genuinely impressed but at the same time found it off-putting. I imagine what I felt was tiny sliver of what someone must feel after working their whole life at a professional sport only to lose out on an Olympic gold medal to someone who was later found to be using PEDs. And then take it a step further and imagine if Lance Armstrong gloated about how long and effectively he was able to keep his PED usage undetected.
It may sound paradoxical but I follow a code of ethics when it comes to hacking. I never give myself a competitive edge in multiplayer games that take their competitions seriously. Furthermore I would never distribute or share my hacks even if I did. I treat hacking as an exercise and mostly now just write bots that "play fair" because it is still an interesting technical challenge. By "play fair", I mean they read pixels from the screen and send keyboard and mouse inputs back to the game. Same interface as a human - no direct memory reading or writing of any kind. Even Alphastar (Deepmind's SC2 AI) doesn't go that far since it uses the game's provided API. This has the added advantage of being virtually impossible to detect via software (especially with human-simulated input delays and randomness).
That's two of my perspectives: as a hacker and separately as a semi-competitive gamer. And I have a third perspective as a game developer. Because of my past experience, it was an incredibly easy decision to make everything I could server authority when I created my game Nebulous. Player's positions are lock-step synced with the server and the server even keeps track of the player's view so clients only receive data for objects nearby. This was actually a networking optimization with the added benefit of making things like your radar hack impossible. (There are certainly workarounds that I'm aware of in my game, but the idea is sound).
Nebulous has a competitive 1v1 mode (with an Elo-like leaderboard). I used to do monthly ladders with in-game rewards at the end of month but had to do away with the rewards due to the all the "social" hacking it encouraged (win trading, smurfing, and multiple accounts. Some players have literally hundreds of accounts). Sucks for everyone.
For a while, one of the things competitive players enjoyed about the game was the discovery of "lightning fingers" (coined by South Korean players) or extremely fast tapping to eject mass by using multiple fingers. Think finger-rolling in Tetris: https://youtu.be/n-BZ5-Q48lE?t=80. Unfortunately you can imagine where that ended up going. Click macros became ubiquitous at the top of the ladder. There is nothing inherently wrong with a macro recording app (not sure if they still even require rooting). I wrote some hokey click-macro-detection algorithms but all you had to do was record your clicks while doing the technique successfully once for sufficiently long and replay that recording in segments. So I tried fighting fire with fire: I added an "auto click" feature with which you could hold the eject button down to eject mass at the server's tick rate (20hz), which is of course what the macros and very best legit clickers were able to accomplish. Unfortunately this really pissed off some legitimate players. It was a lose-lose situation.
Nowadays the biggest issue I face is publicly distributed bots (even available on Github!). These are even harder to detect.
I'm not sure if I really had a point with this post, but maybe I can provide unique perspective(s).