I saw your example, it's simply using smooth follow action.
It works for the application I'm using it for, but I'll look into an ortho version.
With that, seems I don't have too much flexibility on adjusting the camera. For example, how many space can have while facing one direction, the offset for the camera (crucial), etc. Also, when the player jumps the camera tilt, if using ortho camera the effect is serious that can break the game visual. I also cannot determine how much space there should be when jumping. Basically, I have no control over it, and I tried it on my game already and it turns out undesirable
Those are all adjustable. If they weren't adjustable, they wouldn't exist as they are in the first place.
Smooth Follow exposes the follow distance, height and dampening to restrict rotation.
The jumps are controlled by Force. If you want to jump higher then just increase the force.
The camera flipping is exposed in the Look Direction FSM and is tween'd to a new location. Change the tween coordinates to alter where it moves to in relation to the character.