Yeah, the event I'm hooking onto to do the search functionality only gives me the base prototype of the thing selected (item, roboport, assembler, etc) and not the actual entity that is selected. I can, however, poll the surface for logistics networks at the "position" of the player (in map view, the center of the screen) so that's how I search for logistics networks.
I might end up adding a check that, if no logistic network is found, and only one network exists on that surface (planet) then just use that one. Does that sound like a reasonable compromise? I might also look into a way to find the nearest logistic network based on the player's position.