So you're telling me that you have 100% hacker detection rate by... checking if they inject DLLs onto the server over the game socket connection?
This is one of the few times I will use these two words:
BULL. SHIT.
The problem I have with that statement is that most, if not all, of the Rust hacks existing at the moment are client-side. Aimbotting, that's clientside. Speedhacking, that's clientside. Noclipping, N-stepping, the list goes on. None of these require elevated permissions on the server, some don't even require client-side DLL injection. You probably wouldn't even catch half of the hackers in Rust, probably not even 10%.
Regardless - I would still like to throw it on a test server and see how it works out, maybe this could lead to something else if were lucky!