No, the capacity is 20x larger than you wrote
Oops, I've thought it was 15 servers is for 10'000 players. 100'000 simultaneous players on 15 (two-socket?) servers for a sim - you guys should be geniuses ;-), PLUS it should be very simple simulation, and/or lots of players who're-static-at-the-moment (which both imply significant reductions in server-to-server traffic). Still, 30-sim-servers-for-10000-players are not too uncommon.
Unless you mean that the 30 servers are simulating 10,000 players *each*
No, I don't.
Nobody in their right mind would send only a single update in a packet anywhere
Yep, I should have written "overhead-per-packet". Mea culpa. Let's also note that this remark doesn't change my 50-byte-per-update calculation. Why I've brought it up - because in similar argument elsewhere I was once told that I should add header overhead (which is crazy, and this is my point).
beyond what actual facts show
Could you re-iterate what exactly those actual facts are (beyond the fact that you've done it differently, and it works that way, which I have no doubts about, but it doesn't prove that "your" way is the only one possible, and beyond those I've already addressed - unless you can point out the mistake)? As I see it, I've addressed all of your specific concerns with specific numbers (and each of the numbers has like 100x reserve to it before it will start to cause real trouble, so 2x or even 5x difference in my guesstimates won't change much). Moreover, the "group" thing I've described above makes two deployment systems ("yours" and "mine") extremely close to each other. If you see a mistake in my calculations - please bring it forward, but I've went through them several times, and don't see any issues, so for me they seem to stand.
What's the actual benefit? What's in it for you?
The benefit is exactly as advertised - to make the book better. Despite the popular opinion ;-) , I'm open to learning things, and speaking to smart and experienced people (even when they're aggressive) often reveals some aspects which I don't know about (one cannot know everything) or didn't think about (everybody has a right to screw-up once in a while). You see, when it comes to Front-End Servers and Client-Side Load Balancing, I've done it myself for a very big non-sim game, and also discussed it with sim-MMO guys who were positive about it (up to the point of "we'll probably do it for our next game" - they did get their share of failures because of faulty server-side failure handling). On the other hand, as you keep insisting that it won't work - there should be some applicability limit, which is important to know. That's what I'm trying to find out. For your game, with 100K players on 15 (sim?) servers - it indeed might not be the best thing (though even there it depends on the question "at any given moment, what is the percentage of your players either standing still or moving strictly linearly"?), but how large is the class of such games?
BTW, while we're at it - could you tell what exactly is the mechanism you guys are using to detect-server-failure-and-swap IPs (which scripts, where they're running, and so on)? What I've seen up to now, didn't work reliably enough, but maybe you know some specifics which I don't?