Hmm, I've read it a bunch of times now but am still unsure: they ARE sending every bit of data - position, scale, rotation etc - about every cube/model/asset for a scene ("Since the scene is marked for replication [...your quote]")... and then after that they are syncing selected properties of that data ("player_name", "positions") every 16ms. Is that right? If you have a Fortnite-style map, every time you joined a game you would get all the map/model pos/rot/scale data sent to you?
And for messaging, I wrote "Why is integrating state synchronization with messaging a useful thing?" but I guess it would have been clearer if I asked "Why is integrating state synchronization with RPC a useful thing?"... what are some examples of what that's used for?