That hypnotic animated picture is awesome! :)
Randomly reassigning end-nodes to the secondary hosts will make matching IP addresses with avatars harder, but not impossible. Additionally, as a secondary host, I now do not only know some other users' addresses, but all of them. I can time round trip times to get a rough idea of where they are, too (... or just look in a geo-IP database).
So there is that guy from Denver who always beats me in PvP and boasts about it on the forums. Look, this IP address is located in Denver. Let's see how well he fares with a bit error in every 8th packet received...
But more importantly, you will face some additional hurdles doing so. Those are hurles you create, it doesn't even need a malicious user.
First, this means that you must geolocate the secondary nodes and rotate end nodes only between secondary notes which are close to them. Otherwise, you get unpredictably changing round trip times all the time. 15ms now, and 150ms the next instant because you're rotated to a secondary node in Moscow. That doesn't go well.
In a "static" topology, an end node may be unlucky with its peer, but it has the possibility of saying "this doesn't work, my ping sucks", and be assigned to another (static) peer which is closer or has a more favourable route, or whatever. It's not 100% foolproof, but it works. If secondary peers rotate, this gets a lot more complicated.
Second, there's that nuisance called stateful firewall. Which is what you find in practically every home user's router. You have to do a little dance for inbound datagrams to make it through stateful firewalls. With the same static peers, that's easy, you punch through once and be done. The firewall assumes a "connection" (where there really isn't one) and lets the traffic through. As long as data keeps coming in regularly, all is well.
With constantly rotating peers, you are in a bit of home-made trouble here. Not only are there a lot more peers, so you gotta do a lot more punching. But more importantly, chances are that if a rotation takes long enough, the stateful firewall will time out your "connection". How do you know? Well, you don't, other than packets are suddenly being silently dropped.
Or maybe the stateful firewall will only remember up to a hard total number (say, 5) of connections. If you have 8 rotating secondary nodes and a router which remembers 5, this fails.
Granted, 5 is unrealistically low, let's say 50 connections, then it fails as soon as you have 51 rotating peers. 51 secondary peers is only 408 concurrent players, so that is not very remote. Mind you, we are talking "massive multiplayer", which is more like 40,000. That would be 5,000 rotating secondary notes. I'm pretty sure the majority of stateful firewalls on home user routers will show you the middle finger on that one.