One question to be answered here is: Why would you use fps as your game clock? I could see this as a valid solution in the older games (can't really comment on it as I've never seen code for one - that is the original), but today we have access to machine time which in return gives us the possibility to make rendering and logic updates seperate. This way you can have rendering as fast as possible with logic working at the predicted speed. I can run a game of Snake at literally one million fps and it will run at the same speed as if it is ran at 50 fps. On the same not: If most modern games would use fps based logic they would be unstable at most. Think about it.
For example: My gaming rig can run Minecraft at 500 fps. If I compare that to my old computer which was capable of let's say stable 20 fps that is 25 times slower rendering speed. This doesn't mean I am running around the world at lightning speed but it means that objects (blocks) are rendering faster and the game runs much smoother.
On the other hand I can see a use of frame limiter. It is to decrease the strain on your graphics card.
Final thoughts: Yes, frame limiter is important when we are talking of a final product to be shipped out so the user can decrease the fps (less power consumption, less heat produced,..), but you definitely don't need it in a work in progress in my opinion.
It would be more than welcome if someone can prove me wrong as this way I'll learn new things but untill then this is my way of thinking.
Have a nice day/night,
JKKDev
EDIT: By the way, If you want to see my logic expressed in code let me know. It is in Java but should be easy to understand.