Editing a blueprint in game means re-selecting it, and a re-select throws away its snap-to-grid and its parametrisation. These work on the blueprint's own data instead, so both survive.
Paste the parametrised original and the rebuilt version. The changes get copied into the original, so its snap-to-grid, parameters, and formulas survive — the things a re-select in game throws away.
Turn or mirror a blueprint without re-selecting it in game. The grid, the parameters, and the formulas come through untouched; a quarter turn swaps the grid's dimensions and carries its offset round with the entities, and a flip keeps both as they are.
This is the Absolute X / Y box in Factorio's blueprint dialog — it pins the blueprint to particular world coordinates so it lands on the same lattice every time. Nothing about a turn or a flip says where you want the new one to sit, so the value is carried over as-is (swapped on a quarter turn, since the axes swap with the grid). Set it to wherever this copy belongs, here or in game. Grid is .
Put a build in a fixed place relative to the blueprint origin. Two blueprints normalised to the same corner, sharing a grid size, land on the same spot in game.
Read a blueprint string without importing it — useful for checking a parametrisation survived, or working out which of two similar builds you're holding.