Definitely meant to write this on Friday. Oops.
Mouselook is actually at this point now implemented in the game in a very basic way. I did a few things differently to what I've done in the past for FPS controllers:
Right now it's a single script implemented directly on the camera. This will have to change to a slightly different structure once I've broken the mech model in half, so the camera can look around the inside of the cockpit while the cockpit itself is rotated by the mouse. This is key for things like VR support, or just added realism.