Blue had a lot of good points. In fact I don't think I could have expressed them better.
As to dc, we were created to be a friendly gaming group, not an automated move submission "system". Because people get personally vested in these games, I think it leads to a higher caliber of game than what you'll find on one of the automated submission sites.
Remember Dip is at heart, an interpersonal game.
A "system" could be more methodical in many ways. Always on time, never making mistakes -- But board games do not generally exist w such dynamics. I don't know how much you play Face to Face... but in those games, things get hectic. There are people complaining about someone turning in moves past the buzzer, ppl arguing about legibility, and so on. It is human-judgement oriented. We have strived to deliberately keep that human element to the game.
In any case, here another fundamental is that every GM sets his or her own rules. This leads to a diverse array of styles being enjoyed.
Some GM's will give grace periods. Some will run faster games. Personally I like games that move at about a week per turn - around 5 days for the spring / fall and 2 days for the retreats / builds. That seems a good balance of keeping the game hopping and edgy yet still allowing everyone time for real life.
Then there is the WB, which has speedy 2-day turnarounds! How come you aren't playing in that? It seems like just what you're looking for. You might not like the NMR rules tho, of not waiting for missed orders.
If you want to run a game per your style - 24 hour turnarounds and grace periods for missed results, just fill out the "GM a game" form and we'll make it happen! It has been done before, Felix was always a fan of the speedy game, and he had no trouble GM'ing them to a fast schedule.