While the present “SOC” (Smart Object Component) is one example that Funcom might not know that some stuff should not snap only, and instead have a setting or a “hold shift” type switch, it is indeed interesting to have such thing.

But in the systems design side, you dont need a component or a point to make what the OP describe as snapping, but it is actually “aligning”.

The difference being Snapping implies that the things are connected by that point, which indeed require a snapping point, and a link.

Aligning can be implemented by simply using Trigonometric Vectorial functions to do what is essentially the same as “align to the grid” but instead, align to a nearby station.

That can be triggered by some sort of tracing, or simply detecting that if you are putting something close to another “thing” holding a certain key might get them to align, and then math does the rest.

The specific case, walls, I myself find it strange that building a placeable does not implicitly “hug the hall” if you try to build it “clipping the wall” instead of just warning you it is an invalid position. Most building games do that instead.

I did not wanted to mess with game systems in my mods because it is messy work, but when thralls build in my mod, I do just that.