Interesting, could it be mitigated by the server doing its own prediction and defogging the peeker early? Or is lag prediction in CS2 not entirely client-sided.
To solve this, the fog of war would need to use purely positional near-edge tolerances, which defeats the entire purpose of fog of war to begin with, which is the pre-aiming reaction time advantage of tracking the peeker through walls in addition to having a farther lever point from the cover than the peeker.