Of course to any reasonable person a consistent 5 ms is obviously vastly superior to once in a blue moon lottery-winning luck.
Sounds like it's the same deal here, where the designers made some effort to level the interface playing field, but also left in some advantages like instantly being able to select individual units (or whatever it was the other players felt was not humanly possible to do). Probably because, at some level, they really want their system to win.
If we have reached the point where to even risk a loss requires implementing artificial restraints on the AI...well...
You aren't really testing the thing you really want to test otherwise.
You could probably play tennis pretty well against Nadal if you made him wear goggles that gave him a quarter second delay in response time, but that's not really a fair test.
All other things being equal, if you match up two chess players, and one can just say or think the position instead of having to physically move the piece before they hit the clock, that advantage will accumulate over time.
It will be a different game, but you can see how AI does against humans tactically and strategically.
Strategy and tactics are a function of constraints. If an unconstrained computer can beat a constrained human, have we really shown that its strategy and tactics are better? To do that, you'd have them to play under the same constraints. Or at least have the constrains be close enough, which is what people are debating.
Edit: Note that the version they sent out to the ladder had significant larger delay, significant lower APM, and didn't get any information not visible on the screen unlike the first iteration.