Not to mention this also made for some interesting problems with translating the model and having the camera go in the opposite direction (since the model was not being drawn where it existed in world space.) Realizing that trying to get the model to render properly in game would alter more than just the three systems I mentioned, we decided to get Carlos' opinion on the matter. We evaluated the risks both changing the code or changing the model, and it was easy to see that fixing the actual model would be far less of a problem down the line. This however meant that most of the work our character artist's work (100+ hours) needed to be redone.
The next day we told the artist that the model had been done facing the wrong z, and at first he was angry that we couldn't fix it on our end. Luckily however, he found a way that he could do some kind of voodoo in Maya and get it working in a fraction of the time it took him to start from scratch which was good.
Anyways though, the camera code still needs some attention, so I'm focusing on that now.