All connections have the exact same MTU limitation.
But this said AES is always used for actual packet security... so 128bit (16Byte), 192bit (24Byte) or 256bit (32Byte)
Still a Block Size is always going to be 16Byte., so arguably you should always use 128b; and this still ends up secure provided you keep rotating the key every 3600s (5min)
There's a reason why SSL/Cookies have used this renewal time since 1998.
With this said., AppGameKit does have support for SSL within the HTTP Functions.
An Optional Input for the CreateHTTPConnection( ) is "Secure" meaning., is it a HTTPS / SSL Connection; another command SetHTTPVerifyCertificate( ) allows you to Enable / Disable SSL
In any case., the Dedicated Socket / UDP / TCP will not use Secure Socket Layers., instead Security is entirely based upon what YOU chose to implement (and how).
Now the way that this is described in the GoDot Video is in essence a Simplified version of how most MMO work (Gateway, Authentication and Game)., it's also how most Digital Service with a Global Account across Multiple Games will also tend to work.
Still for an Stand Alone Game... you don't really need to worry about such things., not unless you want to store and track unique user data.
Even then it's better to simply connect and use an existing Account System (i.e. Steam, Live, PSN, Origin, etc.)., as then you're just extending data with game specifics that you're storing as opposed to needing to worry about the security of Usernames, Passwords, Payment Information, etc.
Let the BIG BOYS worry about keeping that stuff secure.
Rather YOUR key objective should just be to ensure that people aren't overtly hacking, cheating, etc. i.e. trying to maintain a Fair and Level Playing Field, to ensure everyone is playing within the rules and has a chance to be awesome based on skills, rather than based on what scripts they were able to download.
And THAT kind of Security is very different to think about than simply keeping packet data secure.
As noted above., most of such things are coming from an Authenticated Client; so what you need to ensure is the Data the Server is getting and disseminating is also Authentic to the Game Rules.
How you approach that depends heavily on the game in question.
For example, if you don't want Wall Hacks (where you can see players wherever they are)., well only have the Server provide this information based upon potential visibility... i.e. if you're not going to SEE or HEAR said Player; don't share their Location with said Client.
You don't have players flying in the game... well don't share Positional Data., share Button Presses; have the Server work out where they should be to share that.
Same is true for aiming... just think of creative approaches where data can be correlated against what the Server expects to happen.
I mean it's why I tend to use a Seed Value for Servers that the Players all have; as then Physics works off of said seed., and thus on the same tick will have identical results.
Remember your Server is MORE than just a Connection to share data between clients; but even if it was; using something like a Common Seed, means all the Clients should have the same results from native inputs; thus if one is showing "Odd" behaviour., all the other Clients should be able to detect this and disregard false information.
You essentially can't stop people trying to cheat... but you can mitigate or reduce the impact it has on other peoples games.
Personally I like writing systems that make cheaters feel like they've gotten away with it., while quietly they get flagged and matched up with other cheaters.
A bit like security systems that don't stop people playing the game they've pirated; but DO make it much more difficult or throw in some bug that ONLY happens to said crackers... that way when they're crying about a level being unfair or unbeatable; well you know EXACTLY who has stolen it.