The simplest way to put it is that the tie goes to the high ping player (due to lag comp) every time.
They get the advantage even if the low ping player updated the server first. The server waits for the data from the high ping player, then compensates for the difference + buffer, then sends the results to both players.
That is why the low ping player gets a bunch of hits but not a kill, then feels like they are killed instantly once the server waited and then sent out the update.
The 45Hz server tick rate doesn't help. A 60Hz tick rate would send and receive more updates so the server wouldn't wait as long for the high ping player's data. This wouldn't fix everything but it would feel a little tighter.
Also, like @Oskool_007 said in the other thread, 60 is broken down evenly further (60/30/15) before it is fractional compared to 45 (45/22.5/11.25) which can't get broken down any further so there is almost always desync going on in the computations both on the server and client because frames never align up properly.