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I just realized I haven't answered all your questions. Blender does allow rigs to follow the master-slave paradigm of rigging too, so you can have deformation bones constrained by the control bones, etc. It certainly isn't nonsensical - extra weight painting should be avoided when rigs get revised!
Hmm weird, not sure why your having no luck on the mirror. I would retry the mirror tool after taking the poly count down. The mirror tool doesn't handle a high polys well. Also, did you have those mirror options unchecked? I mean try checking them.
Is the geometry the TrackTo bone is constrained to also a child of the armature? Even though your idea makes sense, Blender might look at that as a circular dependency. ie) Armature [object level] -> Geometry [what the trackto bone is aimed at] -> Armature (trackto bone)
Without a .blend, I can only guess how this could work as an armature-based rig. If possible, could you post a .blend to blend-exchange.giantcowfilms.com? That's considered standard practice here on Blender SE.
Plus, I think a node-based workflow like Animation Nodes allows the user to see, or simply avoid circular dependencies,to get back to your original question.