Enlighten us!
> Other mods exist, mostly for nefarious purposes like crashing other users who're on Quest or the vanilla client.
"Mostly" has statistical implications. Where are you getting this statistic? Do you have any data to back what you're saying? Which are these mods, and what exactly do they do? Are you saying there's a rich ecossystem of software specifically designed to interfere with the experience of Quest users? How do you even know that?
> There's a whole mini black market of "hacks", i.e. client mods built on abusing the VRChat API
This statement makes no sense. What VRChat call their "API" is a backend for wrangling metadata. Access to this backend is available to all user accounts and generally not discouraged. There is a message in the HTTP headers inviting users to apply for a job there.
> as well as some clients which tie into DDoS services that will target specific users in-game > These malicious clients are generally advertised and sold via Discord links in users' profiles. PayPal or CashApp are used to facilitate the transactions.
So these are standalone applications that cost money? Is the money to pay for denial of service botnet time, or a one time cost? How do you even know? And I don't see how a criminal operation of this calibre will be stopped by EAC.
> if you manage to obtain their IP address via exploit or social engineering.
IP addresses are public data and denial of service attacks are a crime wholly independent from any platform. If you already have the user's IP address, anything to do with VRChat and mods seems redundant.