I just recently started playing BAR, and I come from mainly playing SupCom:FA, so BAR's strategic zoom felt off to me. I've implemented that feature in other 3D viewports (ex. AAA game engine world editor's viewport), and so I've spent quite a lot of time exploring exactly how it worked in SupCom and how it worked well in other slightly different camera situations (such as not wanting to tilt up near ground in our world editor).
The main thing BAR is doing that seems weird to me is that when you zoom out, it's panning the camera, but seemingly rather inadvertently and without a clear goal, just sliding away from the cursor in an unhelpful direction. SupCom, and my similar implementations, all pan towards the map origin (X&Y only) while zooming out. That tends to be very handy as you're naturally drawn towards the center of the map while mousing around and can very easily zoom to a point where you are centered on the entire map, simply by zooming all the way out, regardless of your cursor position. It affords a much smoother navigation: up (and inwards), over, and down (focusing on cursor).
Is there any reason why BAR has been implemented without the panning towards the center while zooming out, or is that really more of just an oversight in the implementation?