I'm sorry I couldn't help you more directly with your main line of query
I've often wondered how one would compute a cash game player's edge, but it seems like there are too many variables (such as rake, different playing styles with a variety of standard deviations), and too much variance to get a decent idea, even over what are generally considered "decent" sample sizes.
Have you tried playing with a cashgame
variance simulator? I was quite shocked when first entered some of my own figures into that.
If someone has a winrate of 5bb/100 and a SD of 75bb/100, for example, there's roughly a 2.5% chance of them losing money in their next 100,000 hands, purely due to bad luck. (And these days, very few people are winning more than 5bb/100, which is why downswings are so commonplace).
If you enter zero for the winrate (indicating a breakeven player who is basically having an extended coin-flip), then the gap between max profit and max loss over a 100k sample is huge. Due to luck alone, the breakeven player could win anything up to about 80 buyins, but he has just as much chance of losing 80 buyins. The 95% confidence interval indicates that most "breakeven players" will have a winrate roughly in the range -4.75 and +4.75bb/100.
For your purposes, you could enter slight loss rates to see if it's still possible (through luck alone) for "losing players" to actually win over certain sample sizes. e.g. Someone whose skills indicate he "should" lose at 5bb/100 actually has about a 2.5% chance of making money in his next 100k hands. The "fish on a heater" really does exist, and sometimes those heaters can last quite a while.
FWIW, I think a "small" rake increase can actually have catastrophic effects in the long term. When winrates of grinders are measured in single digits, a rake rise that works out as 1bb/100 can turn a huge proportion of the field into losers overnight, although they won't actually realise it until they've played a large enough sample size to see the results!
You can see this by comparing the variance simulation graphs for 0bb/100 players and -1bb/100 players. With the former, 50% of players break even over 100k hands. When the rake knocks their winrate down 1bb/100, two thirds will now be losers. A 2bb/100 rake rise leads to 80% of the previously breakeven players going negative.
While that doesn't fully explain how rake impacts the game in the real world, or answer your original query, it should give you an idea how a high rake can destroy the perceived edge of winning players.