For those living overseas, you have to understand how limited connectivity to the datacenter will be:
http://submarine-cable-map-2014.telegeography.com/
That map from 2014 shows pretty much what you have going to and from the US. Since that is several factors lower than your local node network distribution in your area, rerouting will be much, much slower, and potential problems have a much higher chance of appearing.
So for the rerouting, that is just how it is right now. Until a satellite backbone is in place that compares to what cable can do, adopted as a standard transmission medium for everyone to utilize, and then given/opened up for adoption, you will have these shortcomings.
I think you can however blacklist or whitelist some addresses. So your machine will never take a node that you do not trust. Google may help there, but I do not see why that couldn't be a thing/workaround for making your rerouting less common. Think of it as putting signs up for your computer to obey when out on the road.
A good thing brought up is the traces are not while in game, so I think I will get a handful of them with some context.
With the request timed out nodes, that is a nice hitching point here and there.
Double destinations is just hitting it and resolving it since it is a firewalled/secure destination. Most likely a load balancer under the firewall and then the server the game is on/host. The game server having a proxied address hosted by the balancer/auth/security layer.