ah!
So edit rig file was added way after the docs and I never updated them, but it’s used by us for two things mainly, to write and test our post-build scripts and to edit weighting on the actual rig.
However, with weighting, you can do it, but you will not be able to manipulate the joints as they are being driven by the rig. So, if you’re trying to get back to model pose, that won’t really work (you could do it by exporting that pose from the export file as an FBX and import it as mocap using the import motion tool). Also, if editing the rig, it’s honestly best to save out the weights and load them in the export file. The rig file will get re-created any time a rebuild happens, so you don’t want to lose those changes!
What I prefer to do, is open the rig file, animate a test that I want to weight to, and then export that out as an FBX animation using the export motion tool. Then in the export file, I can just import that animation onto my skeleton and weight from there. When I’m done, I just delete all the keys and ‘assume rig pose’ to get everything back to normal.