#1 Fleet building: Make a deck vs. Dynamic response
Short answer: given the choices I find Deck intriguing, but I vote for Dynamic. See my arguments below on why I don't really like either choice.
Deck seems straightforward: pick a stack of ships in a certain order and let slip the dogs of war. Nevertheless, we don't know whether there are limitations on the deck size or composition. SC2 had a point system, which has been very correctly pointed out to allow for ships to be unbalanced while supermelee itself is not unbalanced. Would our decks have a point limitation?
The details given for Dynamic Response seem quite unclear to me. Aside from being able to choose the order of our ships as combat unfolds, are we looking at a point system yet again? This would make it (as I picture things) quite similar to the SC2 supermelee, which I think is a good thing.
Can I suggest two alternatives, or rather variations, on what you propose? First of all, I can't figure out why - if both systems are fun - we aren't simply given the option to choose from both at the multiplayer match setup menu. Are they so different to balance that you only have time to work on one? If that's the case then I'm obviously missing some key information that limits my understanding.
My second variation would be to use a deck system, very like the SC2 custom fleet setup - with a point system - and with ship order enforced. The wrinkle could be that you can change the order of your next ships between combat rounds in exchange for some sort of tactical penalty. For example, perhaps you begin the match with zero battery, or your warp safeties are disengaged because of the sudden change in fleet commands, so you run the risk of warping into areas that would normally not be allowed (planets, gravity wells, asteroids, etc... just ideas because, as said, we don't have enough information to offer good recommendations).
My thought on this second variant is, for example, if my enemy has an Ur-quan Dreadnought and my next ship is slated to be an Earthling Cruiser, I might prefer to warp in with my X-form or Chenjesu and risk a tactical disadvantage in exchange for near certain death. On many ships starting with an empty battery would probably suffice to make the decision a bit strategic.
#2 Solo vs. Teams
I would like to have 1v1 if you can only choose one mode for release. Get that working well and work your way up to 3v3 in expansions or something. 1v1 has been plenty fun and must be easier to design for, and I think the focus should be on getting the basics solid and fun.
#3 Camera
I think the battles in SC1 & 2 were hectic enough that I didn't want the extra challenge of messing with a camera while duking it out, so an effective automatic camera is the way to go here, in my opinion. Simple controls for straightforward gameplay is ideal. It increases the accessibility to players who don't know where all their buttons are as second nature, and it puts the focus on action rather than panning and scanning around to find your target. As for what it should focus on with zoom level? For now I can't say - we don't have enough information regarding what the gameplay will be like.