The general freeaim in RO or in R&L isn't too intrusive because it is "smooth" - means you can move your screen at any time and not only after you moved your mouse to the corner of the screen or over a certain line.
Plays great, and it works great in terms of making hip-shots less accurate without having to rely on conefire.
I don't like free-aim in the iron-sight mode though. As others have mentioned it is unrealistic and as a result it feels strange.
An advantage of it is that you can aim down a bit so you can look over your weapon and you can see more of what is going on without having to "exit" iron-sight mode.
In R&L the iron-sight freeaim doesn't seem to be that intrusive. At least in the vid it looked pretty smooth. I don't know how it feels when actually playing the game, but at least in the video it looked like I could get used to it without getting blisters.
This also means, however, that the disadvantage of feeling wierd is lower than normally, but the advantage of the added situational awareness is lowered too. A compromise so to speak.
Ah, as I said, I'll have to try it first hand to really judge it.
Yeah, the crawling animation doesn't look right. The shown movement is very slow but the character moves pretty fast. It doesn't match. Compared to how jumpy the cam is when running it is also way too steady. This definately needs improvement.
Speaking of running: It looks like players can strafe a bit while sprinting. That's great! But is it normal that the character leans in the direction of the strafing then? Felt kind of "drunk" to me, tbh.
As for the weapons: They feel heavy and they are loud. If they perform as well as they behave visually I'm satisfied.
Historical inaccuracies as they were pointed out by others will have to be fixed at some point in time of course, but the general image I got from the two vids was very positive.
I'm looking forward to it.