I think at the moment the effect of cheating is fairly limited due to the reload exploit as:
Only one turn can be reloaded: it means long term strategy cannot be cheated (where invest and when on research, unit production...)
In the other hand what you can gain is to modify battle result (here is a good thing that luck factor is only between +1-1 which means roughly 20% randomness to influence but considering in one turn you have quite a lots of attack reload effectively can modify only a few in your favor but some others goes in the opposing way, so bigger maps with more units greatly reducing cheating effect.
The 3rd thing you can have is to uncover hidden positions by recon movement (here again bigger map helps and also even when you know unit is there you have to bump into)
The 4th is to influence end of turn event (eg research breakthrough and % based scripts) here again you can get 1-2 turn earlier or later which for a 100-200 turn game does not much matters.
What can be done to reduce the cheating effect I thing is goes 2 direction:
From player perspective for competitive play you might not considering small scenarios.
From developer perspective there is 2 things can be done:
- fix the random-sequence separately for research, scripts, intelligence etc. and bound to the save game meaning reloading the turn does not alter results there (it is might be already the case I'm not sure?)
- For the reload counter I believe the only option is to save&load files by the game engine from a 3rd party location where loading counters can be tracked, as in your own computer any files(even registry) can be backup-restored without any chance to a program to catch it. This option of course needs an online storage but might be easy to implement if there is an existing file service on the web with the ability to track download counters?