Correct; I believe that in 0.9, overlapping blockers depend on order of evaluation. I haven't conducted detailed tests whether it really depends on order of evaluation, I can test that at home again.
In a physics update, all blockers of all players are calculated, then all other skills happen. The blocker calculation should be independent of the blocker order. I took great care that order of evaluation is irrelevant for terrain adders or removers, but it's still important for exiters in race maps (bug, I have a physics change ready for 0.10) and, as I believe here, for blockers (again bug, I have a physics change ready for 0.10).
Whenever some physics depend on order of the lix (usually because of such subtle bugs), it will also depend on player order. All red blockers are computed first, then all orange blockers, then all yellow blockers, etc, then all red flingers etc. I'd like the colors to be completely equal (they're largely equal, but not totally in 0.9) and, as a side effect, will make everything independent of lix order within a player.
Most important for multiplayer is the ability to bat blockers no matter where you have landed next to a blocker. This is a property of the batter, not of the blocker, and is orthogonal to these subtle ordering bugs. This extra range should go into 0.10, too.
-- Simon