Hey that's all great to hear! I totally agree with the grid, the issue comes from having to render them, the player model is pretty conservative on poly count but not to the point we could render it 10-20 times on screen at once without a noticeable performance load. We could do thumbnails, but with 130+ costumes, it's going to need a full pipeline for a pretty lackluster solution. So I'm currently toying with a reduced player model, something super low poly to allow for a live grid, but close enough to get the point across.
As for the camera, I think I may have written the most satisfying solution I've yet had in this project, a super slow reaction speed, so it clips through objects, but I've added a peephole dither to our major materials, so it gives it a very stylized and smooth feel that keeps the player framed consistently through collisions without jerking the camera. It's still being tuned, but shoot me a message on discord and I'll shoot you a one off build if you want to check it out!