Yeah, there are still a variety of glitches in CameraTools. I've been busy with adjustments to BDArmory lately for the latest Runway Project round. Hopefully, I'll have a bit more time to fix these issues now.
I haven't tested it with time warp enabled since we've mostly been running fights in real-time in atmospheres. It ought to just be a matter of shifting the velocity calculations over to using KSP's `TimeWarp` class instead of Unity's `Time` class, I think. Using the wrong time-step in those calculations would definitely lead to a horribly shaky camera.
Using a different camera mod together with CameraTools should be fine as long as only one of them is active at a time. The way that it works is that each mod (and the base KSP flight camera) assigns the flight camera to a game object and then moves that object around, so if it's active in one mod and then another one steals it, the first mod is going to continue applying transformations to it with the expectation that the camera is attached to its game object (which it isn't). Ideally, each camera mod would check that the flight camera parent transform is the one it's using before applying any transformations.