I've noticed when building that the 'stretch' modifier control will always be on the object axis, while the 'position' modifier is always fixed to the world axis, not the object axis. For most regular building, 90 degree angles and such (not combination of angles, like a radial array of flying butresses for example) this works really well, but if you try to construct something that has *two* angles to work out, it can be quite hard to tweak.
My suggestion is to have an option for local versus world 'handles' on these controls, if at all possible. This would allow you to rotate in angles based on the present orientation of an object, not figure out the combination it would take in a fixed world coordinate view.
To simplify, make a long beam, like 0.5,3.0,0.5. Then rotate the beam on the axis perpendicular to the axis that runs through the longest measurement of the object by 65 units, in this case 'Y'.
Now rotate this object on the 'Z' axis by 45 units. Try to take the resulting object and make four or more pointing to the same common point (Arranged around something, like a circle or a square). The manipulations to do this become a bit odd, especially if you make a mistake. Snap to grid is fine, but not always practical.
Of course, someone may have mentioned this before -- Just thought I'd throw it out there. I guess a 'mirror' function along an axis would solve this problem as well. (ie, invert this object along X, Y, or Z axis kind of edit tool)