That's what I'm going to do, yeah. I would have changed it to something like an ancestry tree a long time ago but building complex data structures in VB6 wasn't easy at all. With any luck I should be able to associate the mutation details to the actual DNA like metadata, so after a number of sexual crossover events, etc. you still end up with useful information. You can examine the individual ancestry of a single gene even. Or single condition.
I'd also like to figure out a DNA "optimizing compiler" at some point. So given a bunch of evolved, random DNA it'll prune out any junk DNA and combine constants, etc. to produce not only more readable DNA but shorter DNA so it would be faster to execute. And then do analysis on it to detect which sysvars it actually reads to/from, and for bots that share the same DNA, and happen to have the same values for the read from sysvars, you can execute the DNA just once and update all the bots at the same time in a giant batch.
Probably less useful for leagues and such, but for zerobot sims it means execution time can drop significantly per cycle. If all bots' DNA compiles down to nothing, because it's all 0s, I can just literally skip it.