Based on my experience, the infamous GvG lag that most people would refer to has little to nothing to do with server communication. Screen freezes/choppy performance that are common during periods of high GvG activity aren't caused by poor connections. I'm not able to explain it very well but that's the kind of lag that would affect the whole game, and would make your commands take longer to go through, not slow down or freeze your screen. Many people here are mistaking a performance issue for something related to latency, and that's simply not the case. However, we can't really do much about it. The root cause of the problem is events that occur in GvG - each one has the same effect on performance, but when they're occurring rapidly as is the case during periods of high GvG activity, that's when problems start to arise. In a nutshell, the servers are fine and it's the game/code that needs some work.
Regarding performance on beta, HTML5 is still early enough in development that I wouldn't take anything happening with that as 'this is how it's going to be when it leaves beta' just yet. The one thing to be curious about regarding the HTML5 version and GvG is how events are handled. Even if overall performance is poor because the HTML5 client is still being worked on, if GvG events have no visible impact on performance (whereas they do on the Flash version) then it may end up that HTML5 does 'fix' GvG in the end once the client is ready for live release.
@stallion119 By all means, ignore my post above as you tend to do and skip right to the part where you call me an 'Inno stooge' again. I will say though, I experience none of the problems you mentioned so I'll ask: How come my (and surely others') game runs fine and yours doesn't? What could be the reason for that? Of course, you're not the only one who has issues come up either, but since it's not 100% of players in either direction there must be more to it than it simply being the game/Inno's fault.