I'll start by saying that I've searched the forum previously and found a few threads that indicate that using Date.now() within a CloudScript function should expect the resulting time to vary by as much as 30 seconds due to clock drift between the various servers. My personal experimentation backs this up (though I've only seen results in the 20 seconds range at most so far).
However, in the CloudScript example, the processPlayerMove() function uses a 15 seconds cooldown and compares stored Date.now() timestamps in order to verify that moves aren't made too frequently. This is an extremely misleading example since, in practice, you can't possibly use a cooldown that short and expect that function to work correctly most of the time.
I think that example function should be replaced by something else or, at least, have a clearly stated warning that you can't actually use that pattern in a real game.
As a possible workaround, my experimental testing seems to show that the LastUpdated field has a drift of not much more than 5 seconds (given a hundred or so tests I did). Is it accurate to say that the database servers have tighter clock tolerances, or should I ultimately expect them to sometimes be off by as much as the CloudScript servers are?