That was part of it, but my main difficulty was understanding the phrases you were using such as the "backbone network" and stuff and I couldn't follow those pictures in the slightest.
I also didn't realise that I had to have each network separately leading back to the controller, which was a good, simple way of explaining it I feel.
One thing I'm still not quite sure about though, is what exactly the limitations of the cables between the 2 p2p tunnels is, what can those cables do and not do
See, I didn't say that, because that is actually wrong
Imagine if you will, that you have build a fully fledged AE2 network with storage, and autocrafting, and a Controller etc - but it has a few channels spare.
Now imagine that you want to build a totally separate AE network, much wider, but which happens to have the first network in its center. Wouldn't it be neat to use that existing cabling? Add a P2P tunnel to each side of the existing network and this is what you have. Two completely separate networks, but the outer network is being tunneled across the inner network.
The Inner network can, in fact, carry as many P2P tunnels as it has channels available - its this networks job to carry the cost of the P2P tunnel channel usage.
And, if you shift rt-click on one P2P tunnel, you can right click on multiple other P2P tunnels to link them ALL to the first tunnel. So there is no 1:1 requirement. This allows you to link one controller sub network, with a crafting sub net and a storage subnet, distributed all over the place.