I think what you are getting at is that it's impossible to 100% fully prevent cheating. This is true, but I don't think that's the goal; the goal is to make it difficult enough that it's not worth the effort. The value gained from cheating in a video game is low enough that the vast majority of people would not be willing to go through such lengths to do so.
The average user doesn't have to go to such lengths, they just subscribe to a cheat company that does. That's literally how it works today. Cheats are big business.
Okay, but my comment still stands: You don't need to make it impossible, just hard enough that it's not worth the effort. This applies whether we're talking about individuals or companies.
As an aside, I don't know anything about the market for game cheats. Do people really pay a significant amount of money for that?
People are diligent enough to crack Denuvo's wall-of-VMs approach for free, even though it takes 6-12 months of work to do it. How much effort do you think people will put into it when there's money on the line?
People pay enough money for cheats that cheat makers have their own pretty intense DRM set up to make sure they get paid. You're probably looking at $10/month for something entry level, going up to $50 or $100/mo for something exclusive (that will take longer to get you banned).
> The value gained from cheating in a video game is low enough
Many people made serious money botting MMORPGs and selling gold. It's so prevalent it accelerates the inflation of the in-game currency.
If people make it too difficult to hook into the client, cheat developers can always reverse engineer the network protocol and make their own custom client. This bypasses all client-side annoyances. They might even create a headless client that can be run on servers.