Don't get me wrong, I like that not all voxel simply cubes, but as the system works now is just plain wrong. I watched 3 videos about voxelmancy just to realize that the system is not good at all. It's unintuitive mess. And for what reason?
If I understand the way voxel work correctly each voxel does have 8 points, which can be moved up to +/- 1/2 voxel size into any direction, but they share 1-4 points with any neighbouring voxel, depending on how much contact they share (area, edge, point). So why not (i want to use the word simply, but I know with game development, nothing is simple) add a tool (useable in build mode), which shows all visible vertices (only from voxels which are there and/or visible). You can select them by clicking them or deselect by clicking them again or aiming at nothing. Then you can move them by using the cursor or page up/down buttons just like with any regular element/voxel construct, by 1/8th voxel or so (maybe fine tune it by pressing shift). I know that I just basically explained vertex edit from any traditional 3d software (blender, 3ds max, etc), but there is a reason why these exist. Imagine you had to do the same in blender to get a small cylinder you have to do in DU.