underlying issues like 56k cap
increase the available bandwith from 56k
It's not a bandwidth issue, it's a communication model issue. The server sends one UDP packet for each packet the client sends, and the client won't respond faster than once every 400ms. So, there's a hard limit of ~3.7kbps for the game socket, which controls nearly everything you see ingame. Packetflow increases the limit to as high as ~5.9kbps if your latency is low enough (likely somewhere in between for NA players).
Changing to a model where the server can publish actions continuously and throttling player/mob updates based on time could resolve everything overnight, if the servers could handle it. The bigger issue seems to be that they're CPU bound and their server software is single threaded. Neither of these are simple problems to address.