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Ok, this is take 2 for this.
So after more investigation I figured out that all the math was correct.
The issue is that it's impossible to recreate some shots when you consider the actor rotation as the camera can't go over the head or under the legs fully (if you were flat in the world, the restriction is in world space).
The approach I have taken this time is to just assume the character is always flat on the ground (so we only consider the direction they are facing in one plane).
This way, you will get the overall camera relative to the actor, and you just need to load a pose on them that includes the other rotations and then they will be framed correctly.
I think overall this is a good compromise as it gets you 100% of what you want in most cases, and 99% of the way in the few cases where the actual actor is rotated forward/backward or side/side in the world.