I completely agree with what Maximuuus and Stabbey wrote!
Especially when it comes to the camera moving over to the targeted enemy before the casting animation has ended. I want to see the ritualistic animations of my character during spellcasting. I don't want to look at my enemy until the spell has already been thrown at the enemy first. If the camera absolutely must jump to the enemy, then please make the camera follow the projectile of the thrown spell instead. I would prefer that the camera is always completely at the player's control, with the optional exception being during the AI's turns or during the turns of other players in multiplayer.

And I agree that it would be better if we got a bit longer ritualistic casting animations for spells, also so that the verbal incantations can be longer than 1 or 2 very short words, as seen in the demo. Even if it's just as small a change as adding 1 more short word to each incantation, it would still be better imo. And doing it in the way that OP suggested above, is a great way to implement that. But I'm very glad to see that verbal incantations is a part of the game at all though.

Also another problem with the charge-up and holding of the charged spell until it's finally thrown, is that your character stand in this low Kung Fu-like stance with feet planted in the ground, and the feet don't move at all while you're turning your character while a charged-up spell is being held. That looks weird and unimmersive imo. I think some inspiration from how Dragon's Dogma handled this would be great. As your character turns while holding a spell, the feet and stance should be harmonised with the turning movement.