Agreed it isn't recommended, but it is possibly workable. Most MMO's were hardly truly real time anyway, there was a lot of fudging going on.
You can still get 6 states out of a single byte character rather than 8 with little work. The overhead of messages will always be a problem though, so you still have to weigh what data to transfer carefully.
Anyways it would basically be pretty far outside the scope of a beginner, considering a normal multiplayer game is difficult enough to make properly as it is. Just throwing some ideas out as possible workarounds in case anyone really wants to do this with the capabilities we currently have. The general feeling I got was that there would be no more work done in terms of the multiplayer plugin, regardless of a new runtime in C3, so I'm not holding my breath.
I also had some crazy ideas involving separate zones/hosts with agents dedicated to popping in and out of each server in succession to pass low priority data.