Even Minecraft can easily run at several hundred frames per second, and trust me, its far more complex than anything on BYOND.
The reason BYOND's framerate is limited is because the client's refresh rate is tied to the server's ticks and the server is responsible for processing events for all clients. Dreamseeker can render the screen more than 100 times per second, but the server can't process all events for all clients 100 times per second.
In Minecraft, the client renders the screen (and likely manages its own movement) independent of the server. When I mentioned the option of BYOND having each client be responsible for its own movement (which is the benefit of Minecraft's design you are describing here), you said:
"Open client sided processing would cause so many other problems, complicate the language, and offer so few benefits that its hardly a feasible solution, especially for this specific feature. In vast majority of cases, it would actually offer far worse "performance" due to the networking requirements alone."
Minecraft is good because the client has more responsibilities, but making the BYOND client responsible for the same things would have "so few benefits" and not be "a feasible solution". I do agree that having the client handle movement isn't the way to go (though it'd work) because BYOND's benefit is that the server handles everything. It's because of that simplification that making a BYOND game is so easy, but there are obvious performance drawbacks.

No, BYOND failing at life has deluded you. Unity can process all of those things in excess of 1,000 frames per second. Plus throw in actual particle effects (not just animated icon_states), dynamic lighting/shadows, actual 3D graphics, multiple cameras, intuitive HUDs/GUIs, and much more... Even Minecraft can easily run at several hundred frames per second, and trust me, its far more complex than anything on BYOND. They all use pixel movement, just like 99.9% of every other video game ever made since the beginning of time. Most of the performance issues for 3D games come into consideration when processing the actual graphics, not when trying to run a simple loop once a second to see if you're in front of a door.