I do agree that the roadbuilding logic/calculator needs to be tweaked; I'm seeing the same craziness with some road paths that has been discussed to death.
This is more of a 'wish list' thing, but I wouldn't mind seeing roads being tied to resources (specifically materials). Each road section takes one material. Also, you start with a path, which gives you a lesser movement bonus, and when you upgrade to stone, you get a greater movement bonus. Finally, no roads are not automatically placed; players choose where they go.
I'd love to see road sections require units physically on site for construction. Having Scouts do this sounds like a fine idea, at least for paths. Upgrades could be handled by Pioneers, Commanders, or whatever other unit might be handy - "Hey Guardians, the Sovereign is sending you out on road detail...". Militias would be great for this! The rate of construction I'd recommend would be 1 square per turn per unit.
This opens up some interesting tactical situations, as road crews will need to be wary of attack by creatures and other enemies. This might be a little too micro management for some of you, but since I've had to do this in most other 4x games I've played, I don't see a problem.
Since we seemed to have went away from the 'workforce' model in Elemental, the 'Outpost' method (Sierra game) wouldn't work well, but it was a mechanic I liked. In that game, factories produced road sections, and when you placed them on the map, a certain amount of population was taken out of the 'workforce pool', possibly limiting worker availablility for other projects. Plus, in that game, road sections took multiple turns to build, so the workers wouldn't be available again for a bit... the workforce mechanic did make for some interesting management choices in that game, however.
Again, more of a wish list/future expansion thing, but I felt the need to share.