This issue covers the whole game and so I couldn't pin it down to any of the sub categories to post in- but in essence it is a form of User Interface issue.
Simply put, I feel that the zoom-out range should be increased by about 50%
As a controller player on PC, I feel that the intensity of high level duties has outgrown the limit to which we can zoom out of the action (thus console players surely feel it too- but really it can affect all players). It would assist greatly to be able to see more around us in said high level duties. It's hard to pin where the issue begins in terms of DLCs/Patches, but I'd have to say that some point in Stormblood it reached a level where the zoom limit restricts a player and leaves them open to getting hit by a mechanic that should be easier to notice and see. Definitely a few boss fights in the Alliance Raids of Stormblood come to mind. I am aware that /tiltcamera is a thing, but this doesn't fix the issue.
I respect that in the overworld, sometimes being able to zoom out too far would have us seeing into areas Square would rather us not, possibly behind some undrawn or untextured area. And also that it could cause a weird situation with the current character model draw limit (which should also be increased anyway).
Therefore I would suggest that a short term solution could be to split the field-of-vision system in two. One for the entire overworld and cities, and the other one for instanced duties, as instanced duties is where the problem appears anyway. Each would also have their own /tiltcamera setting as part of the split. So in conclusion, being able to zoom out about 50% further in all dungeons/trials/raids is what I would consider a quality-of-life upgrade given a lot of the later patch instances contain wipe mechanics and chances to get hit by multiple strong attacks in quick succession.
Please note: being able to swivel your view around, quickly and regularly as mice users do, is not something that controller players are fond of. I highly doubt more than a few controller players have their view-angle-adjusting (right) stick set to a high sensitivity (or anything close to a mouse), as this breaks the 'relaxed' immersion that comes with traditional console/controller play. Mashing buttons to complete moves and skill rotations, on the other hand, is no issue at all.