yeah basically... the reason you base on the timer rather than the FPS is a simple reason really.
the Timer is a Constant based on your system speed which is a constant as well

the FPS is based on the loops ability to syncronise the data rendered with the data within the program, and the actual sync oftenly causes the some pretty major slowdowns.
thanks to FastSync you can actually eliviate most of this pressure of the actual rendering.
really placing the Sync outside of the IF...ENDIF statement slightly defeats the point - because you don't really want to sycnronise everything each loop, but for now its best not to worry too much into what the sync itself does cause that'll cause worse headaches
things that don't belong within time loops are thinks like object updates, memory writing and reading, Ai routines, thinks that won't require a set basis to work properly.
however usually i run Ai scripts about 5times per second, the reason being that they are very very processor heavy to have anything to complex and as reaction times of people arn't too great a tiney latency can be forgiven for faster gameplay.
netscript is another i have working outside of the sync - because this is extreme in its processor needs... especially on software modem systems (e.g. DSL, Internal Dialup, USB) - so you'd set them aside to run happily on thier own

you only check the actual sync times with a ping timer
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