Stock TNet is always client-authoritative. You could add your own anti-cheating logic to the server, but the more you add to the server, the less clients it will be able to handle. Anti-cheating logic always differs with each type of the game, so it's best if you add exactly what you need.
In most cases you can get away with the other clients verifying all data coming to them. If you have 4 players in the channel, and one does something invalid and 3 others all go "wtf?", they can all send an RFC call to the channel's host saying that they've noticed an abnormality. The host can then boot the offending player. Likewise you could add this logic to the server itself if you're keen on modifying its code.
TNet was designed to be approachable and extensible, but for an MMO you may want to consider its scope. The bigger you go, the more demanding your server hardware will need to be, and the more optimized the code will have to be as well. Just keep in mind that the more you offload on your clients, the less you'll need to do, and the more you will be able to get away with in terms of server hardware, outgoing bandwidth, and resource utilization.