No, you cant.
Throughput you measuring - is throughput to another server, not gaming server. Nobody can guarantee that packets going same way because routing is dynamical (google what is BGP).
Ping - abstract "42 ms" not giving any info. Routing can be not symmetrical. In direction to server you have 5 ms, in opposite - 37. Just because. And no, you cant do anything with it. I dont even saying about ping is ICMP, what is usually be blocked on transit routers or passing in first order, while your other packets stucking in queue.
Jitter - same as ping
Bufferbloat - bshit for guys who cant buy $50 mikrotik\other normal brand router, not chinese crap AND have constantly downloading on full line speed torrents. Games cant create bufferbloat by definition. Just take cable from your ISP and put it to computer, dont open any browser/torrents/dropbox etc and you dont have any bufferbloat on your side. Bufferbloat on ISP side? Possible. Any measurement or evidence and complain? No.
VPN - crutch to change routes, some kind of "plug and pray". Still no measurable indicators, and you have another server which can be overloaded or not etc etc...
"Out of order packets" doesnt exist in UDP, because no packets in UDP, its datagrams. Wrong sequence is dropped by server and you dont know about it, because its UDP, its work like that.
"Loss" - because of ISPs dont give a fuck for proper ICMP implementation you cannot say exactly where your loss starts (of course if you dont using wifi 2.4 and microwave in one room). Netgraph says you have only 5% loss and game is already unplayable and you teleporting everywhere. But what if you have about 0.1% constant loss which netgraph will not show at all? Loss in what direction - to server or from server to you? So many questions...
You can control and measure that only in area from your router to PC (if configured properly) and thats all.