MWO is currently not caster/observer friendly just like most games in the market. MWLL, I believe, allowed the casters to fly around the map to see what is happening and that is far more interesting to viewers than first person all the time. Casters will also have absolutely no clue what is happening in the large picture of the game if they are stuck in first person all the time since they cannot see what the heck is going on in the other parts of the map.
I agree, but IMHO it goes a bit deeper than that. In MWO, as compared to MWLL, *where* the combat happens doesn't matter as much. Sure, cramped areas can allow faster assets to dodge shots better in MWO or allow heavy assets to create a barricade, but in MWLL, position is even more tactically important.
Some of that comes down to the greater number of weapon types in MWLL, where MRMs for instance can be very useful in predicting and punishing slow assets. Some of it comes down to the respawn, rearm, and repair system, where certain bases in TC mode have strategic advantages. Let's say an enemy force is bearing down on a base held by the opposing team, and this base has no mech hangar but it's worth 1.5x the nomral ticket bleed value. Someone can spawn there and buy Battle Armor weapons to fend off the enemy, and use friendly base defences and terrain to their advantage. If one team gains significant map control in terms of area, they can more safely deploy LongToms, APCs, anti-air assets, and LRM/ATM/Arrow boats. Mountainous terrain can protect from weapons locks or make certain LongTom shots difficult or impossible. Low gravity or air resistance can make other LongTom shots tough, change the handling of Battle Armor, or alter the utility of Jump Jets or Improved Jump Jets.
Also, certain types of damage are more significant than others. Taking an arm or missile pod is more significant long-term than losing a side torso, because side torsos can be repaired. On the other hand, when side torsos are destroyed, a damage multiplier to shots placed there makes your center torso very vulnerable. In MWLL, you can kill mech pilots by destroying their cockpit and blasting the pilot out. The mech can then be stolen by the other team, which in certain types of games can be significant. Also, *because* there was no MechLab, shoutcasters could comment on matchups between variants.
Then, because there is a much greater variety in asset types (and there always will be, because of the difference in game direction), the game presented more surprises and rewarded different types of players with different playstyles better. And the greater number of players per game allowed for more flexibility in tactics, strategy, and loadout. Because of all these things are more, MWLL is a better game for shoutcasting. There's just more to talk about, and more insight that the shoutcaster can offer. And only a very few of these facts will change as MWO progresses.