Exploit programs are regularly updated, so new and new ways to connect to the game server and bypass protection are being developed. I think that it is impossible to make 100% protection against exploiters.
It really depends on what you’re trying to detect. You’re certainly never going to detect every single exploit. That plain and simply isn’t possible, just like how no anti-virus software is 100% effective.
You can verify physics (such as walk speed, teleportation, no clip, etc) and make sure your remote events are secure with sanity checks on the server (by not accepting arbitrary data, etc), as you should never be trusting the client.
You can’t really create a solution that can be easily applied to all games, as each game is different such as some games may want to allow client-side effects that - to the server - may appear as no clipping, or a game may allow for players to increase and decrease their walk speed at given times, etc.
Overall, you can do a lot to protect your individual game but you can’t make a service that does anti-exploit for all games, as different games implement things differently, etc. It really isn’t worth doing.
Not to mention, even if you do share such a service, you can’t prevent exploiters from reading your client-side source code. A rule I recently learned is this: My machine. My rules - this means, anything on my client is my rules; I can modify what I want and do what I want with it and you can’t really stop me, but only make it more difficult.