Hi Teriyaki.
Not sure if I fully understand the architecture you are describing above and I guess it all depends on the type of game. A shooter would probably have a much different arch than an MMO or a MOBA, but let me just briefly describe what we are doing with Defold atm.
We are creating a casual shooter (releasing a very new and different version in a few weeks) and have built the whole multiplayer part (server/client) on Defold meanwhile having all the metadata backend (player profle, inventory, settings, leaderboards, matchmaking, clans, rewards, items etc etc) on Gamesparks.
We also are utilising Gamelift which helps out with starting enough instances of gameservers whenever needed and is the middle tech between the matchmaking on gamesparks and the actual defold process running on a Amazon server.
The network code is created from scratch using lua sockets and we are very happy to have created it in a way that it is using the benefits of Defolds message-posting when propagating out the events to client/server.
The gameserver is authoritative and decides all physics, collision-detection, health-deduction, well mostly all game logic and the client is just a stupid renderer of whats happening serverside.
Server right now runs on a tickrate of 30 ticks/sec having no problem keeping track of 12-18 players in the same room with very little memory and processing print.
I will soon be able to stream a lot more where I actually can show and talk a lot more about what we did and how we did it. But before that we need to get this baby out to appstore.