Implementing the spell delay?

Have you already or are you planning on implementing the so called "spell delay" that existed on retail?
Explanation: https://www.worldofcorecraft.com/content/spell-delay
Retail source: http://us.battle.net/wow/en/forum/topic/13087818929?page=6#114 (seems to be dead, will try to find other source))
Explanation: https://www.worldofcorecraft.com/content/spell-delay
The last few days I've spent implementing spell delay the way it exists on retail. All the way back from vanilla until today, spells have had a slight delay between the moment they connect with their target, and the moment they do their actual effect. For the most part this is not entirely noticable unless you're actively looking for it. However, it does lead to some very interesting game mechanics. Mechanics that would be impossible to have without the delay, and as such are missing (for the most part) on private servers. These mechanics are:Vanishing spells (*). This is probably the most recognizable one, that we're all familiar with. Video: https://www.youtube.com/watch?v=TTDbFBbNgyw
Fake-casting. With the delay, the predominance of fake-casting that exists on retail, but has been much less influencial on private servers, will be a thing again.
Simultaneous CC. Two rogues ending up sapped, or two mages finding themselves in each other's polymorph. Video: https://www.youtube.com/watch?v=jj0pvjU7GXg#t=28
Simultaneous displacement effects. Such as two warriors charging each other at the same time, as the stun has a slight delay before it connects (**). Video: https://www.youtube.com/watch?v=0rGdz3PYuwo#t=625
Retail source: http://us.battle.net/wow/en/forum/topic/13087818929?page=6#114 (seems to be dead, will try to find other source))