Make changing object origin easier
As of now, the process to change an object's origin is very weird and not intuitive at all.
Say, I want to bring an object's origin to a certain vertex. I go to edit mode, select that vertex, bring the 3d cursor there, then go back to object mode, then bring the origin to the 3D cursor. A simple fix could be something like "object origin to selection". Make the object origin more controllable, similar to the 3d cursor.
One more thing about the object origin is that while in edit mode, the object origin isn't where the rotation/scale happens to the object. This is a problem, especially when we're rotating the whole object in edit mode (to preserve object rotation).
3 Comments
If you turn on the "3D Viewport Pie Menus" addon that comes with Blender, you get an "Origin Pie" (along with others you can enable or disable) with various options, one of which is "Origin to Selected". Though, I wouldn't mind it being a native thing:
Duplicate posts:
blender.community/c/rightclickselect/YXdbbc
&
blender.community/c/rightclickselect/zzgbbc/
A follow up on your last point: before going into edit mode, set the cursor to the origin of the object (Shift-S, then straight down on the pie menu). When in edit mode, set the transformation to the 3D Cursor (the Period key, then right).
You can toggle the origin controls under "veiw3d > options > origin" or just "ctrl + ." then you can control it how ever you want as you would for any regular object in Blender including snapping.
For your second point, it actually make sense since in edit mode you're manipulating the shape itself and not the transforms of your object. In edit mode, the transforms center are based on your selection and can be controlled by the "transform pivot point" options next to the snapping menu. So there is no concept of "origin point" in edit mode.