Problem with reaction time is that you can't take for granted that all are the same distance away from the server.
In case there would be a visible queue it could maybe function like the ground metagame in the 1984 game Rescue Raiders (good gameplay description in the article about the 1990 clone
Armor_Alley), a choplifter variant where you additionally pitch an army against another cominf from the other side of the playfield. Thing here was: the worse you did (thus the nearer the point of conflict of the two armies came to your base) the better you could see what kind of units (and their order) came for you (it was kind of stone/paper/scissors with them) which allowed your to spawn matching units with a fair chance of them reaching the battlepoint unharmed, making them effective against the approaching enemy troops - plus you had a quicker trip back to your base to refuel and restock, making your choplifter more effective in fighting the enemy.
While on the other hand when had the upper hand and the battle point heared the enemy base... it had that benefit, making it harder to actually squash him.
Fun game, grab an emulator in case you want to have some quick fun with a retro game.
Back to the point: should there be a queue it could make sense to function that was, giving the underhand a benefit. Lore could be that the upper hand player gets arrogant (thus his moves take longer to activate).
But I guess the devs will again settle on something that will guarantee you'll be crushed quickly the moment things start to go south for you...