You know you could in future take the copy and paste idea a stage further by having a settings transfer feature, this feature could say when your working with assigning nodes work in the following manor:
Let us in this example say we have a stack of Power Fractals and one of these has Displacement settings needed further down the stack you'd simply go to where you'd normally assign shaders (The Area near the blend by shader check box) and in the shader browser there would be a new entry there are two now Assign Shader and Create New Shader. This new entry could be some thing along the lines of Settings Transfer or some thing more elegant along similar lines would do.
I would think that some kind of filter (Context sensitive based on the type of node involved, A Displacement Node would have different requirements from say a Surface Shader) to filter the different data fields if just a single value is required: form a user point of view if only a single value is required it would be undesirable to transfer over data that is not required. Other functionality that comes to mind is a transfer all option which dose what is says it transfers all data fields form one node to the required node, the final feature that would be of benefit is to transfer required settings either single values or full settings to multiple nodes at once which could save time where that is a factor.

While I understand this Thread is to do with populations this feature would be best globally implemented throughout the software
Of Coarse this is all for a future release, never the less some thing to chew of..so to speak.
Regards to you.
Cyber-Angel