So today I tweaked the loop a bit to allow scrolling the view by moving the mouse to the edges of the screen. This scrolling is allowed during certain input states such as MovementSelect and AttackSelect (currently the only two states, besides WaitingForCommand and NoCommands). As soon as an action is executed, the camera will center on the acting object once more. When control passes to a non-player entity, the camera again will center as before. This allows a bit more freedom to examine the battlefield, while still retaining the camera-centering that keeps the player focused on whatever action is occurring.
The change has definitely increased the tactical feel of the whole thing. Next up on the plate is to write the overmap state code, for travel mode, and to implement the transitions to swap between Travel and Explore modes. There are a few design questions I need to iron out. Hopefully I can get some of that done tonight so that tomorrow I can go back to fleshing out the set of combat actions or tweaking the interface some more.
EDIT: Also, I decided I didn't like the health/energy bars I recycled from the real-time GC prototype. Too smooth and shiny, not befitting the wood-themed interface. Same with the button icons, but I still kind of need those, whereas I could safely remove the bars since they kind of offended me.
At any rate, here is a current screen showing not much new except how the new screen scrolling allows for selecting longer paths and seeing more of the terrain than before: