Alright I did not read the entire thread (stopped at page 6) because it's kind of long-winded and devolved into a discussion on wether the game being in a pre-alpha state in the demonstration means you should worry or not.

But basically, do you guys KNOW why they implemented the momentum physics? (which are the leaning/windup/winddown when moving)
It is to mask the lag, you presume that it takes a moment for your character to start moving because of the movement initiation animation, when in reality the animation is there to mask the time it takes between your character moving on-screen and on the server. If there is, presumably, no lag to mask, why have those animations when everything they do is blur wether or not your input actually was registered?
Let's take the one most difficult problem to solve here: You want the controls to be precise, if you let go of the forward button, you need to stop moving immediately. If you have a stopping momentum, you take a step further ahead, slowing down, when you stop moving.
You need to stop moving when you let go of the button. You need to take one extra step to play the animation. You only know the player wants to stop moving when he lets go of the button.
When the hell do you play the animation? Answer that.

Also to the goober who said that the camera is locked behind your character, be more mindful and pay more attention. Watch the HD presentation video of gamescom, which if I remember right was shown on the second day. After Yoshida has switched over to Dragoon AF, heading down a ramp, he keeps running but turns the camera leftwards sufficiently so that the camera's focused on the character's right shoulder, showing the scenery to his left, while still running without changing direction. Go look it up again.

Good heavens.