@me-sarabi Strictly speaking, it's pretty common that you will get a mismatch in those numbers. However, a lot of the time, this is caused by you already being dead / the enemy already being dead.
Take the K30 as an example. The K30 fires fast enough that you can score multiple hits on an enemy before they register, the result of this is that you may have killed the enemy ~50ms ago but are still waiting on confirmation from the server, so 2 more shots you fire register on your side. The enemy then dies, and those 2 shots don't register on the server.
Without a video and the other graphs, it can be hard to tell if the game actually messed up.
Here is a video of what I mention, as well as some actually plain bad hitreg regardless:
You can see 1 shot fail to register on the McKay as he is grappling, 1 fail to register when he's walking, 1 due to him already being dead, and 2 on the Blasco due to her already being dead. So more than half of those were from already dead people; I don't remember what the initial missing 2 were from, but I think these paint a picture.
Higher tickrate may have helped those 2 missed shots, it wouldn't help the other 3.
Since you mentioned you were getting killed by the 12G with flechettes - at extremely close range (<3m), a lot of your hits might not register on moving targets. This is most likely simply due to the nature of serverside hitreg. People move too fast at close range. Team Fortress 2 runs at 66hz, and its melee hitreg is not much better. Upping to 120 might help, however I can understand DICE/EA not wanting that investment when every 2nd BF game flops, if not more. I've also had similar experience in CSGO with its 64 ticks, however melee was much rarer in that game. In such cases, alternative solutions are likely needed, like caving in and letting clients authorize their own hits below 3m or so. Given what I've seen myself and from others though, this likely isn't the whole picture for extreme CQC hitreg!
Here is a bonus Ravic clip you can watch that shows hitreg issues that have nothing to do with the networking - the servers could be 240hz and these would still miss: https://www.youtube.com/watch?v=2wlQw-X733U simply because of bad hitboxes. Since there is no hitbox overlay... We have no idea what other things may have completely broken hitboxes. Maybe McKays' hitboxes break a bit after grappling? Maybe crouching hitboxes don't match the animation? These are not impossible issues, CSGO had bad hitboxes on jumping players and on planting players, but it also had hitbox visualization, something 2042 lacks.
In the past, Ravic also showed that helicopter pilot hitboxes lagged behind, so fast flying helicopters had the hitboxes deep inside the helicopter making hitting the pilot near impossible. This isn't a tickrate issue, though increasing the tickrate likely would help it, it's something that should not be happening regardless of tickrate. Or... Helicopters are simulated at 5-15hz since they're mostly in midair and don't have much stuff to collide with, and DICE doesn't want to admit it.
I've also seen it mentioned that 2042 simulates "faraway" stuff at lower tickrates. There's no feedback for this in the UI, it's possible this system fails to detect when the tickrate should be higher, and you end up with 10 ticks in a 1v1 engagement even though the game is "45", just because some other people somewhere else are fighting and stealing all your ticks. Or this could be completely wrong... There is too much we don't know to just assume it's all 45hz's fault.
Also I've noticed deployables persist for 1-2 second when destroyed. Sentry guns will keep shooting if destroyed mid-burst! Players will spawn on destroyed spawn beacons. These are definitely not 45hz issues, more like 1hz or 0.5hz issues.