I do know advanced move. But even when snapping is off, you need to move it a certain amount before it starts moving. For example: If I want to move something 3 pixels (pixels based on the texture) to the left to make the seam between stones visible. I first need to move it 10 or 15 pixels to the left, just to move it back into the right position. Same goes with rotation.
But where the possibility to enter coördinates really becomes a powerful tool is when working with non-grid items. They often end up rotated in a direction that is completely useless and aligning them with Fmakes them rotated in another direction. You can correct that more or less with the advanced movement tools. But imagine a plank that needs to go on for 40m. You think you have it all perfectly lined up. Then you clone it and move it.. and either they end up skew to each other (beginning of next plank comes a few cm lower than the end of the first one), or they end up behind the wall, because they are just one or two degrees off which is impossible to correct based on sight only.
While at it: When doing precision work (like putting skelotons together) you need to be zoomed in very much to see what you're doing. The rotation tool is so big it goes completely off-screen in that situation. So it would be nice if it was scalable so it doesn't go off-screen.
The coördinates should already technically exist in the game, so it shouldn't be very hard to add the 6 values (3 for position and 3 for rotation) in the config tab of non-grid items.. For grid items it doesn't seem required as the grid is already there to help you (even though it sometimes works very difficult if you're working form inside a building or cave and want to place a grid item above you). As long as the coördinates are available when moving the whole building (or blueprint). Which in its whole behaves as a non-grid item but with the limitation that it can rotate around only one axis (so you would also need to make just 4 coördinates visible).