the problem with the game is that every other connection to an existing road will result in an intersection. So Creating a roundabout is not possible because when connecting roads to it will result in a intersection maddness ON the roundabout. You don't want intersections ON the roundabout.
The red circles show critical intersection points. You don't want the cars to wait ON the roundabout.
And this result is really bad. This problem also occurs on connecting on/off-ramps to highways. You
will get ugly, unrealistic totally insane intersections in the middle of a highway. When they developed the tool they forgot a couple of things: Roads are pairs of lanes. Roads are not just roads.. The problem will also affect traffic flow along the way. An intersection on a highway is terrible! The road tool needs to be rewritten. And so, that a road is existing about a pair of lanes. The lanes are important. Currently you draw a line and the game constructs a road and the road consists out of path(s). These paths are used by traffic. It should be the other way around.
When you draw a line, or maybe a pair of lines (depending on the settings) you are in fact drawing paths (or lanes if you will). From a configuration of paths a 'road segment' should be generated. It depends on the situation and wishes what kind of road segments will be drawn. Now the game can procedurally generate the most beautiful segments. Merging lane segments, normal intersections, roundabout intersections, bus lanes .. you name it. To take it even further, one could extend on the lanes approach to create railroad, pipelines and power lines.
Even though it looks quite okayish in simple neighborhoods.. i'm not really impressed at the current road tool at all. The fundamentals are just wrong.
In short: the user should draw 'lanes' not 'roads'. Roads are generated from lanes. Next step: The user should be able to draw pre-defined pairs of lanes: In-game this would be seen of course as one-way roads and normal roads or three lanes or four lane roads. But the underlying algorithm is much better. In the end a user should still be able to draw a single lane from a 2 way road (which are a set of 2 lanes going opposite direction of each-other). The transition should be handled by the game: generate a transition segment. Very simple.