As Amy said and mentioned from the rules, rotating buildings would eliminate the challenge of the game and render any planning useless and futile.
As for the roads, I stand by my belief that they are necessary, and they have a good enough balanced cost. They are sort of like cultural buildings, except they connect everything in the town. If you are good enough at the game, blowing supplies out the roof won't be a problem after researching new roads (the only "useless" road in the game is Sett Paved, because you unlock Promenades very shortly afterwards along with Tarmacs). I am able to whip up a Bronze Age to end game setup capable of producing massive surplus coins and supplies without the use of any premium buildings. Trust, me advancing through the ages, road replacement costs are the LEAST of your worries. Residences and production building replacements are arguably the most expensive bits of the game, along with planning and replacing cultural buildings, especially for enthusiasm bonus.
If you play longer, you'll know more. When you feel ready, start on a new world. You'll be surprised to see that everything you do is significantly better, and can do everything very quickly, sometimes as soon as you unlock that certain tech. Roads would be the least of your concerns.