Aiming the camera in the viewport might be a bit easier if it had a target dummy, like the one that the "Target Camera" in 3dsmax has. That way, I would use the transform and rotate gizmos to put the dummy where I want the camera aimed.
I will look into this one. Small hint: Pressing f (frame selected) often helps a lot with navigation. It targets the camera on the current selection.
The ingame camera. Having a little doo-hikey in the scene that I can grab and move around to point the camera is often the easiest way to manipulate the camera in 3dsmax/Maya, and I'm thinking it would be a nice addition to the Unity interface as well.
The thing is: How does this work when you animate stufff. The camera's rotation is no different than any other GameObject's... I don't want to add targetting to all game objects... Any ideas?
The "aiming" gizmo would definitely be good for cameras and lights in the authoring environment. These are items that you tend to want to aim at precise points while composing your scene, unlike geometry. At run-time, the gizmos wouldn't be as big a help since we would tend to aim cameras, lights, geometry, etc. with "lookAt" scripting then.