Yes, constantly rebuidling your tracer networks go SO old, SO fast. It would have made more sense for the game to just automatically generate tracer networks when you chose a target. The only reason against building the biggest network you could was the amount of clicks and "twang!' sounds you had to put up with.
As for sequels, nadda. Introversion has emphatically stated that there will be no Uplink II. They believe in innovation and do not want to fall prey to sequelitis.
This has been my core problem with them. The slavish adherence to innovation. I didn't
try Darwinia, but I looked at it and it just screamed "we're being different because different is good!" Uplink managed to catch my attention, but little else they've done has. I respect people's right to choose innovation over everything else....but I put fun and cool factor above innovation in importance.
Also, when you leave a game with a great gaping hole where more could go in, I find flatly rejecting expanding it to be a dodge. That's where the comparison between Bay12 and Introversion explodes. Toady sees where gameplay can expand, and he expands it while staying true to what he likes. I haven't seen that same commitment out of Introversion.