I found the problem with Thunderstruck. And man, was it tricky, but it's one of the oldest rules in the book.
Spoiler:What happened in the above code is that there were jumps being performed. Here's the kicker: if a jump is successfully performed from a state, it WILL ignore the current state's tic delay.
Remember that in a state, the action(s) get(s) performed first, and THEN the delay kicks in. The delay only denotes how much time must pass before the actor moves on to its next state.
What made this bug so easy to miss was that this "rule" was pretty much understood and not explicitly stated.
Therefore, I suggest moving that jump code outside of the one state where all of that other stuff was coalesced. Like this:
Spoiler:This way, we can still have that 1-tic delay necessary for us to continue playing (in freedom from any form of interruption or disturbance).