I disagree that it's the same for multiple reasons: first off the project and telemetry were never profit-driven. Their goal was always to use modern methods of software development to make the software better.
The fact is, these days all for-profit projects gather a ton of info without asking, and then use that data to inform their development and debugging (and sell, but that's irrelevant to my point). To deny open source software the ability to even add the option of reporting telemetry is to ask them to make a better product than for-profit competition, with fewer tools at their disposal, and at a fraction of the pay (often on a voluntary basis). That's just unreasonable.
Which is why the pushback wasn't that they were using telemetry, it was that they were going to use Google Analytics and Yandex, which are "cheap" options, but are obviously for-profit and can't be trusted as middlemen. They heard the concern over that and decided to steer away to a non-profit solution.
But as a software dev and a Linux user, I often wish I could easily create bug reports using open source, appropriately anonymized telemetry reporting tools. I want to make making a better system for me to use as easy as possible for the saints that are volunteering their time.
As for the issues in tenacity, it was likely specific to what I was doing. I was rapidly opening and closing a lot of small audio clips, and saving them to network mounted dirs under different names. I remember I had issues with simple stuff like keyboard shortcuts to open files, and I had to manually use the mouse to select a redundant option every single time (don't recall what it was), and I think it would just crash trying to save to the network mounted dir, so I had to always save locally and copy over manually. So I just switched back and continued my work.
Anti-cheat is an arms race. We just find ourselves at a point where the arms race has progressed to the point where the best known strategy for securing a play session means ostracising custom hw/kernel configurations.
But I have to think it's only a matter of time before even that's not enough, (since there already exist ways around kernel level anticheat, including AI-based techniques that are entirely undetectable).
My guess is the logical conclusion involves a universal reputation based system, where you have an account with some 3rd party system (maybe VAC) that persists across all games you play. It will watch your gameplay, and maintain a (probably hidden) "risk of cheating" score. Then matchmaking for each game will use this score to always pair you against other accounts with a similar score.
Actually, it might not be a "risk of cheating" score so much as a "fun to play with" score. From a gameplay perspective, it's just as fun to play against a highly skilled non-cheating human, as it is a bot that plays identically. But it's less fun to play against a bot that uses info or exploits that even the best non-cheating players have access to (ex. wallhacks). So really, the system could basically maintain some playstyle-profile for each player, and matchmaking wouldn't be skill-based, but rather it would attempt to maximize the "fun" of the match-up. If a player is constantly killing people unrealistically fast, or people who play with them tend to drop early, this would degrade their "fun" score and they would tend to be matched only with other unfun players.
I think this would be the only practical way to fight cheating without even more invasive methods that will involve just deanonymizing players (which I think some studio will inevitably try in the near future).