Hi.
How many roboports are on the map when you experience lag? Aside from the one-time process of upgrading roboports which is done after researching each level of the Advanced Roboports technology (and it also processes a limited number of roboports per in-game tick to prevent lag), the only thing that could be causing lag is the radar charting that's done with the Roboport Sensory Array tech researched.
The charting code too is made so that it doesn't chart every port on the map at once to prevent lag, so it shouldn't be causing any (unless we are talking hundreds of thousands of roboports on the map).
As far as I know, as long as the server and all the clients are running the same version, mods should be compatible with multiplayer right away. I never had the chance to test it in a real multiplayer session, but I expect it to work.
If you press F5 in-game, you can see on the bottom part of the screen the update time of each mod installed. There you can check how long does every mod take to update their logic each in-game tick.
While idle (no charting, no undergoing upgrade process) in a very large map with thousands of ports and capable of 1k spm, my mod takes very little update time (about a quarter that of Bottleneck, to name a very commonly used mod). This time increases to about 3x that with charting researched, which is still less than half a millisecond on my machine.
Maybe this has something to do with other mods installed?