I don't have much of an issue with the camera, unlike most. So far I've been too engrossed to notice the jittery cam, and while the fixed camera can be frustrating because at times I just want to look around, I'm pretty sure the nooks and crannies hidden by the camera are done on purpose. I mean, the hidden rooms in a metroidvania are completely hidden. You stumble upon them by whacking walls in slightly suspicious spots in fits of exploration, not because the game goes "LOOK AT THIS SPOT! SOMETHING IS HIDDEN HERE!". I've noticed the same trend with the hidden rooms in LoS. You see a spot and go: "Hmm, I can't see the top of that ledge. Is there a body there?" or "Those rocks look suspicious".
As for the map comments, I would have liked a map on the bog level, and in Agharta, though with words like labyrinth being thrown around in-game, I have to wonder if the "lost in a maze" feeling was intentional.
The only time I had trouble with the auto-targeting was when I was fighting Malphas. I'd go to strike her, and Gabriel would pull a 180 and attack the witch-child behind me. A bit annoying when you're running on almost no health and need to kill her as quickly as possible. Other than that, Gabriel's whip strikes tend to be large enough to accomplish what I want, though knives tend to fly off at random enemies sometimes.
Maybe it's just because I'm playing at knight, but while I see a use for every single combo, I can't get some of them out (heavy combo 9x, I'm looking at you) because I need to dodge. I don't mind it, as it keeps the fights feeling fast-paced and makes me feel awesome when I pull off a long combo, it just makes me wonder if it could have been done a different way.
Also, somethings don't need QTEs. I'm extremely lenient on QTE usage and thought the button mashing enhanced the struggle feel when you're pounced by a warg, but the QTEs where I'm mashing a button to pull down a bridge with no enemies around and no visible action from Gabriel feel forced. I mean, I got the stake upgrade, just stab the cross in there and open the gate. The only thing failing the QTE is going to make me do is have to start over. Unless there are enemies I have to race against, it's just pointless.
I also loved using the chain whip for platforming. Some of the best moments were when I was running on a wall, jumping off, the hooking to another grip point. It felt realistic but fun at the same time. It could be fine-tuned a bit, however. Sometimes I felt like I was dying not because the section was particularly hard, but because the game let me descend to low with my chain, then I dropped off and died. An easy fix would be to just make Gabriel stop at a certain limit, and if you want to drop, you drop like you would off a ledge. Also, more collapsing platforms would do the game good. I was never bored while platforming, but I felt like most of the segments were lacking a sense of urgency and timing that most platforming games have.
And maybe another suggestion for the next game, if it ever comes: make a downside to the grab. While yes, combat gets boring when all you do is grab and I don't find myself doing it too often, I tend to accept a bit of boredom if it comes with the instant kills that the grab provides after dying 10 times on a group of gremlins trying to fight them legitly.
On the plus side, the game is amazing, and I love it. It's a very pretty game, and the atmosphere is excellent. While even I'll admit that it didn't largely feel like Castlevania until Wygol village, I didn't really mind. Keeps things feeling fresh.
The AI is great, which has become rare for these type of games. I loved fighting Cornell because it seemed like he'd never give me the attack I could counter. If I expected a blockable attack, he'd do an unblockable, and if I was in a combo he'd do a shockwave attack. If anything, the rising strike ability is the most useful in Gabriel's entire arsenal.
I say congrats, and I'm looking forward to the DLC.