For everyone else, you still have to travel on the standard, suboptimal networks
You are assuming that the back-haul of the internet is suboptimal. Thatmay be true for some of the discount tier2/3 providers. If you look at top quality providers, I think you'll find that, in general, that's a system that works pretty well, and doing better yourself is both hard, costly, and not likely to improve the overall gaming experience a whole lot (we're talking small fractions of improvement here.)
What i'm referring to is application delivery network(ADN), which optimize dynamic(non cacheable) applications and content.
Why don't you call them up and ask how well their technology would work with Counter-Strike?
All "acceleration" I've seen in this space builds on specific knowledge about, typically, transaction-based, RPC-based, often HTTP-based application interactions. That's not a good match for the needs of a typical action game, like Counter-Strike.
It sounds a little bit like the question could then be phrased as "How can I build an ADN for Counter-Strike (and other action games)?"
Note that the large providers (Xbox Live!, etc) already do this to some extent -- when they auto-match players, they attempt to hook players together to achieve "best game experience" which may include lowering latency, and matching skill. Xbox Live! doesn't have its own back-haul, though, because building that kind of infrastructure is very expensive. Also, Xbox Live! uses player-hosted game servers, so it can dynamically treat each little "clique" of players as a network, while the centralized matchmaking servers make everyone potentially visible to everyone else.
The nice thing with that approach is that you just need to match players up by latency, and don't need to worry about any of the low-level hardware and costs of running networking infrastructure.