So YOU perhaps are to blame for that blasted 1/4 tracking and spiral encoding???
No. Those tricks were likely to fail on non-Apple+Shugart floppies, since they depended on the momentum of the stepping motor and head positioning disk. I usually used non-standard RLL encoding, odd checksums, and blank, truly erased half-tracks, since a nybble copier couldn't duplicate those. My game-DOS also was missing any write code, catalog, or VTOC, since most games didn't require them, and smaller-faster is better. My DOS was about 1K in size, leaving more room for game stuff in RAM.
The way to catch one of my games was to use the old integer Apple][ monitor (* prompt), break at some starting point, write all of RAM to cassette tape, reboot and move DOS into the alternate bank of the language card (High DOS), load your cassette of the game back into RAM, and save it to disk. Then using a debugger, find the starting address and edit that onto the file. As long as the game fit entirely into RAM, you had it. If it had to access the disk, you were SOL, because the game code itself went to a specific point on a disk to read, rather than loading a file. Remember, I didn't have a file system set up. It didn't stop the real pirates, but it kept the kiddies honest.
If some wiz at Sega couldn't copy the disk with a store-bought super copy program, that was good enough. There's no such thing as 100% uncrackable DRM.