Having people pay money to be able to play is not to avoid cheaters, it's to get money, successful online games these days are often F2P (League of Legends, DOTA2, Heroes of the Storm, Dirty Bomb ...) and cheating is not an actual problem with these games. The most obvious reason why having a paywall for CNCNET would be disastrous, would be that nobody would pay for it. How big is the current playerbase? Do a survey, ask them how many would pay for it. So why do matchmaking and a ranking system at all, if it'll only benefit an incredibly small margin of players?
The "competitive" and "elitism" argument I see here is completely ridiculous, you don't have a ranking system and matchmaking to grow these games into an esports because these games aren't good esports games to begin with. The reason why still these things are _incredibly_ important is because of getting more people to play these games and having a good time with it. What I see here is a bunch of old-timers and loyal fans, who are part of this community, proclaiming they really don't care about making this a pleasant experience for newcomers and currently it really, really really isn't.
I'm saddened to read hifis view on this as essentially: our service is one that can't scale, you've got to have a small circle of people you know and that's it. Isn't the whole point of CNCNET to bring C&C to bigger masses?
Saying a ranking system would invite cheaters is like saying buying expensive electronics invites theft, so you rather twiddle your thumbs, of course you'll get more cheaters if more people have a reason to actually play the game.
I can go into detail with my experience when I played RA, but it boils down to: nobody in his right mind is going to repeatiedly get rejected when trying to find a game, or partake in some male dominated circlejerk hierarchy in order to find strangers to play your game with and none of the people who are willing to do this are going to pay money for it either.
Cheating in popular F2P games seems to be usually mitigated by:
* Adding time-intensive barriers to rise in ranks, maybe you need to play X unranked games before you can participate in the ladder altogether (e.g. DOTA2), this works much better then requiring money because you can't have people pay a lot of money either or you won't have a playerbase so it'll end up that cheaters will just buy a new account. Once they get banned they have to do a lot of work to able to participate again. Once your game gets big enough they'll hire indians that do that for them. But this should be none of CNCNETs issues.
* Game-design, don't make a game that has mechanics that are easily exploitable, RTSes that heavily rely on partial-information via fog-of-war are very susceptible to this, but it really depends how significant that is to the outcome of the game, e.g. it's incredibly important in StarCraft 2, much less so in StarCraft 1
* Have an automated report system and ignore everything but outliers.
I find Grants initial post to be completely unrealistic, as especially with old C&C titles, there's so many ways to cheat and preventing cheating at all in RTSs (e.g. Maphack) is an impossibility in itself and even the biggest AAA titles (StarCraft 2 etc.) can't prevent it.
A step that would need to happen in parallel with developing the tech behind the ranking system and matchmaking would be to finally get some honest players together and give them incentives to build a map-pool.