Using a timeline causes stutter/lag on the client

Have you tried running the server through the exact same process?

Client input → switch has auth[remote] → Slide → Srv RPC
Srv RPC: switch has auth[auth] → slide

The jitter is the server correcting the clients max walk speed. They are fighting each other.

Server is the authority. At n game time speed should be n. inputs/rpc’s have timestamps.

Here’s what replicated sprinting looks like. Should give you a bit of insight to changing/setting cmc movement speeds.