I have 2 paths to SK in a topology, when I went one way to SK then back the other way I ended up with SK being treated as the previous gate when I intended Charon to be the previous gate for that node.

Just wanted to point that out. When making complex networks in a topology, watch out for using the Prev instead of an absolute node address.
/me starts pulling out all the Prevs in my topology.

edit- actually that's a bigger problem than I realized at first. If I have a path set up with 3 random paths, and you enter the wrong way the whole thing breaks- so I can't have multiple paths that contain randomly chosen nodes in them.
In other words, a topology with any type of multiple paths linked must use absolute coordinates, and any random paths (choose node a or b or c) must be on dead end lines that guarantee the direction of initial entry to insure that the Prev node is in fact the one you want it to be.
So, back to the beginning of a topology plan.
This is the topology and xml set I wrote with lots of paths and branches from Eridani to St. Katherine's. It can be played if you add the rest of the files and resource folder to it. Unfortunately, it doesn't work properly. To see it in action, go to St. K's one way (via Rigel) then go back the other way (to Charon) and watch the game build 2 gates to St K in the first system back. Other loop errors could likely be found in some of the paths.