Thanks for your feedback regarding blueprints! 
Some of my buildings are large so i had to make serveral bp and normally on the old version i could just easily set them back up because the had "blocks" in them so they basically snapped back into place and lined up perfectly with the other bp
Basically that should still work: If the blueprint contains a block with unit size (i.e. 1x1x1), it will try to align this block with the grid (to get the same behaviour as in the Java version, make sure to use the largest grid size).
If that doesn't work for certain blueprints, it could be a bug. In this case, please send me the blueprint in question (either upload it here or send it via PM to me), so I can take a closer look at it 
It also seems the point of rotation is different. I made a bp like i used to do in old version, but on new version it is not rotating in center of bp but seems the point of rotation is changing as i rotate the print.
This happens if the grid is active: The blueprint still aligns to the grid after rotating it, that's why it's slightly changing its position while rotating. To avoid this, you can either disable the grid by pressing G, or alternatively "lock" the element by pressing right CTRL (i.e. for manual positioning mode). In this mode, you can hold CTRL and use your arrow keys to rotate the blueprint.
so on the old version you could set up a bp like showed in picture and when you placed and rotated the bp, it would set the Center of the bp area as the rotation point
In the new version, the blueprint always rotates around its center, which definitely feels a lot more natural than in the Java version, where the originally selected area of the blueprint was taken into account: That area isn't visible anymore when placing the blueprint, so it feels like the blueprint rotates around an arbitrary point. These two gifs show how the same blueprint behaves in the Java version (rotating around a seemingly arbitrary point) and the new version (rotating around the center):

Having said that, I agree that it would be a nice feature to change the rotation point for blueprints. In theory this partly works via pivots, but they're not working well with blueprints atm...
Maybe we could think about an option to always use the blueprint area for rotation (so the behaviour would be like in the Java version) 
Cant seem to accurately place a blueprint, i setp to 0.01, turned on grid, turned grid off, nothing seems to help
When changing the movement precision, I'd recommend to disable the grid, otherwise the element will always snap to the grid.
If you need a higher precision than 0.01, you can basically still use the setp command (e.g. setp 0.001)
There is one other small slightly annoying thing that happens to me. When i open the game i have to resize the window which is not a problem. The problem is that whenever i use the command window and hit the enter key, it resizes the window to its original size.
You're playing in windowed mode, right? When playing in windowed mode, the initial size of the window depends on the selected resolution (in the graphics settings). For example, if it's set to 1920x1080 (fullHD), the window will have a width of 1920 pixels and a height of 1080 pixels etc.
However, I can confirm that when changing the window size manually (by resizing the window), it is set back to the original size when changing any options. Using certain console commands (like setp, setr or setl) trigger that, for example. We will change that with the next update 
As a workaround, you could use the building context menu (by holding C) - changing any settings there should not interfere with the resolution 