I told you about the cheater, because it is scary for users who want's to play. My server has no cheat detection, because the clients talk peer to peer. Only my tool mkw-ana, which analyses this peer top peer traffic, can detect some cheats.
About the technical part:
I talk about the MASTER packets of type 3 (that one with the data records for the game table) and the retrieving server MS<number>.
I tell you here the details about MKWii, but other games work similar:
If a user tries match making, the Wii change its role between host and guest frequently. Most it is a guest searching a host. But for a few seconds, the Wii changes its role to host and wait for guests. And only in this time the Wii accept other guests. And here it is important, the the game table shows immediately the host state at database queries. If your sever updates the database delayed (and removes old entries before), the chance for match-making is reduced.
A question:
Do you plan to support another domain on your servers and not only nintendowifi.net?
The background: I have written a game patcher like the Wiimmfi patcher. Using a patched game, there are no needs to use BrainSlug or cheat codes. The only thing is, you have to use your DS server. With an own domain, a DS server redirect is not longer needed. This makes is also easier, if you change the IP in the future. And the best is to use a new domain only for this purpose.
EDIT:
I don't mean the status page, I mean the MS<number> request, that every game do to get data about the other players. mkw-ana can also retrieve such tables and here frequently i missed my own data.