Same thing. It's an architecture design on how pin and the event sheet works.
What Ashley mentions is that the behaviours become more noticeable with 2 pins. But there is pin lag and it's in C2 architecture. But by all means if you feel it's a bug. Fill one out.
The order as I think I understand it is
EventSheet
Engine
Plugins fall in under Engine.
But you can't inherently change the order of what plugins fire in order.
So if you end up with
Weapon.Pin
Player.platformer
Then the Weapon.pin position is updated first
followed by player being updated 1 tick. which will produce a 1 tick delay on pin.
If you want to avoid the problem either use wait0 or set the object position manually in the ES. But pin intself is limited to the architecture design.