Hi!
This is a feature known as "smoothing" and "smooth prediction". Essentially, when you are walking around in-game, your game is sending the server a lot of messages containing location updates. This location updates tell the server where your character is physically located on the game map, and those coordinates are then broadcasted to everyone nearby your pirate who has "interest" (or 'visibility') on your pirate.
However, as to not completely spam the servers with these location messages, we only send them periodically. This allows for the system to be able to scale to millions and not be completely swamped by solely location updates. The "smoothing" and "smooth prediction" is what bridges the gap between each location update. The system will take in the coordinates that you previously walked and predict where your avatar will walk next. This is the behavior that is broadcasted to the players.
This delay is coded at a little under a second, and it only affects objects that are considered to be "smooth nodes".
I hope this helps!
Edit:
I just realized I didn't address the SvS question. The skipping issue in SvS is a bug which is needing to be fixed. This is an engine level issue and we have been coordinating with the developers of Panda3D regarding this. We have a few ideas for potential fixes that we will be testing on our Test Server very soon.