If you are creating the IK target by clicking, then it's expected your clicking won't be perfectly accurate and likely your IK bones will rotate slightly to point at the target. To position the target bone at the tip of the IK bone, parent it to the IK bone then set the local translation of the target bone to x,0 where x is the length of the IK bone. Then you would reparent the target bone where you want it and create the IK constraint.
I suggest creating bones and constraints before meshes, since seeing the bones will help you create mesh vertices where the joints are. Then do weights last, so you won't be moving your setup pose bones around after you've done weights.
Not sure what is going on your second image. If you adjust UVs in Edit Mesh
mode without Deformed
checked, then the image outside of edit mode will be stretched because you have changed the UVs without changing the vertices. If you don't like this, you can exit Edit Mesh
mode, then click Reset
on the mesh to make the vertices match the UVs. If Deformed
is checked then you are changing both the vertices and UVs.