hybrid systems as those you have mentioned will do
Hybrid, in the sense that a central matchmaker starts up the peer circle, and peers then work independently of the central server, is pretty much all of the lower-count multiplayer games, and technologies that support them. Counter-Strike. Steam. Battlefield. Playstation Network. Quake. Raknet. The list goes on :-)
If you specifically require the elected topology of the peers to be a fully connected mesh, then I don't have a list of such games. I think the main reason is that most game developers do not believe the possible gain from fully-connected mesh peer-to-peer networking is worth the cost of doing fully-connected peer-to-peer.