Fenerolina : no, displacement does not change tile misalignments. But if you want more jerkyness, you can increase it (at your own risk

):
Look for that function in the shader:
def random_place(vec2 tilevec) vec3 :
vec3 (
noise ( tilevec * 1.414213562373095 ) * 0.01 ,
noise ( tilevec * 3.141592653589793 ) * 0.01,
noise ( tilevec * 2.64575131106 ) * 0.015
)
You have to change the last coefficients on each line.
First two (equal to 0.01) is position jerkyness x and y, in percent (0.01 means +/- 1% max shift)
Last one (0.015) is angle jerkyness in radians ( 0.015 means +/- 0.85° )
IMPORTANT : this function is defined several times in the material definition (I think two). You must change ALL definitions of random_place with the same values, otherwise you will have weird things...
If you set too much jerkyness and the tiles go out of their 1x1 UV square, you will have ugly things.
Here is another test reproducing my kitchen's floor, where I have white tiles, but with zones of different glossiness. I played on IOR and exponent here. The shapes are identical on each tile, but they are randomly rotated.
Worth an upload?
Etienne