I have a few brief ideas about the subject. If you so please, read on.
First, I think camera plays a very important role in gameplay. Essentially, the control of the camera is the factor that can make or break any 3D game. If the player doesn't feel that sense of omniscience that this kind of input provides, then something can be improved. I have a few small ideas on the system XIV uses.
The problem is that all the information takes up so much screen real estate but the camera/character focus, is not static. players should be allowed to manipulate the central focus, that being the characters position on screen. This would allow for more customization of the informational interface, and also provide a deeper level of immersion for everyone. with all the information required to really know whats going on, something is missing regarding the camera. Well, actually it isn't so much about the camera.
I tried to place figures in areas where players may prefer to be, but are not possible with the current camera. I hope it gives you an idea of what I've been talking about.
http://img64.imageshack.us/img64/3333/sdasdasd.png
I think the kind of change necessary would just be to simply revamp the camera by adding a single new free camera toggle accessible from keyboard/gamepad (ditch the menu navigation). free cam should provide as many options as possible. I just think the above situation seems the most functional use, not the only use. More fluid motion of the camera wile using a gamepad would be a bonus.
i don't want to forget this analogy i had earlier. I think the free camera should be more like a little space ship flying around behind the character. it should feel like some kind of arcade game just flying it around the scenery. in other words, any possible motion would be awesome and worth adding to the game... Being able to easily look around corners, above trees... all within a predefined 3D orb around the player, of course. Add the ability to lock each axis in any way possible, and you've got one in depth camera system...
Think about the types of shots used in making movies. if its possible, you should be able to do it in a game. We've got movement and camera movement... its the evolution of oldschool gaming... these things need to be second nature... consider the interface method of analog sticks and triggers... we've come too far with the controllers to not be able to do more with less. I think its simply a matter of acceptance, not a learning curve, but a love of learning curves.