The strength of clones is that you can change all of them by just changing the original.
But if you're just using the Tiled Clones dialog to make a bunch of the objects which you then want to edit individually, it sounds like you just want to make a bunch of non-clone duplicates that are each individual paths.
- You can duplicate the original instead of tile-cloning it.
- Or as Billy Kerr pointed out, you can select a clone (or all of them
for that matter) and do Edit > Clone > Unlink clone (or Shift-Alt-D)
to make them non-clones, at which point you can edit them
individually.
- My favorite way to turn a bunch of clones into non-clones is to
delete the original, which then forces each clone of it to turn into
a duplicate of the former original object. If the original is a
group, ungrouping it does the same thing, since you have effectively
"deleted the group".
The other way to go is if you still want your clones to be clones and controllable with the original, but there are certain aspects you want to tweak, sometimes you can set up your original to allow that tweaking in the clones.
For example, if you want some clones to be a different color than others, you can "Unset" the fill or stroke or both, in your original. Then your clones will allow you to set their fill or stroke individually (including things like: is there a visible stroke at all, and what width that stroke should be).
If you have a chain of clones (a clone of a clone of a clone, etc.), you can "Set" various qualities at different points in the clone chain. Once you have set a quality, it is fixed in any further clones you make of that clone. But as long as that quality is unset, any downstream clones can be set as desired.
Also, just to mention it, every clone has its own bounding box, and that bounding box can be edited in various ways while the clone remains a clone. You can scale up or down, in X or Y or both; you can rotate the clone or skew it, etc.