Not that difficult, it´s just something about the workflow that isn´t as smooth as in Lightwave, when you select your camera in blender, it isn´t automaticly giving you the gizmo controls when choosing shortcuts for move and rotate, "g" "r"..in lightwave it does.
So when you want to move the camera with gizmo control in blender, usint the left transform tab and choosing the icons for move is seemingly what you have to do first.
But even when I have checked the icon for move, and try the shortcut for rotate camera in blender, it drops the gizmo and goes back to a horrible rotate controller, in lightwave it just switches to the rotate gizmo handler..which I prefer.
Sure you could use the transform tab only and mouse click to get the handles then move back with the mouse, but it´s a distractional way of transforming the item, shortcuts with left hand ..mouse on the spot where you have your item to move, rotate and scale is much better I think.
That said..I am not sure it can be customized to behave exactly like lightwave.
The lightwave timeline with autokeying and how it treats it´s various channels is something I prefer as well.
I loath the camera icon in blender, I have asked for if there´s a tool to change camera icons, but there isn´t, only if you replace it with some geometry, but too much hazzle.
Camera targeting, add a null in lightwave, go to camera motions tab and target it, done...the pitch banking is correct from start.
Now...I just noticed some seconds ago, previously in blender when selecting camera and using object constraint, track to..the coordinate setup was a mess, and you´d have to try various track axis to get it right, it was no really setup right in default settings...so you both got a pitch, banking all screwed up, as well as the camera targeting following.
But ..Just checked this in blender 3.1, and now when adding object constraint for the camera and track to, select target..it will now be correct without having to mess around with the track axis..so that is good, makes life easier.
In fact, it was there in 2.9 as well, must have missed it since I´ve been using blender 2.79 more...and that´s where it was screwed up.