Ok, this is going to be much more difficult than I thought it would be. The blueprint manipulation that this mod already does is simple by comparison, because it does it right after a blueprint is created, so I can access the in world entities to check for collision. Meaning the engine does all the collision checks for me.
Ah well, thank you for looking into it. Doing some experimenting of my own, I realise that even just working out the dimensions of a blueprint is non-trivial (and you can't necessarily use blueprint_snap_to_grid if it's present, because the user can shrink it).
I tried making a flood-fill which ignores collision (so it fills the blueprint entirely with a rectangle of negative-space), but this causes the negative-space to take priority over the original blueprint contents. And for some reason the negative-space entities don't disappear. o.O
A much easier task would be to do this when the blueprint is first generated. Then I could check the real world entities. That would be a less useful feature, and not what you were looking for, but much more likely to be implemented. Thoughts?
I wouldn't go to the trouble of implementing that version. You can easily just use the planner to draw negative-space over the area you want blueprinted, and clear it afterwards.