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We took a very close look at local co-op but the amount of work required to pull it off from the game is right now is in the neighborhood of making a new game.
View distance not solvable? Center on the midpoint between the players and average their individual view vectors, but apply the adjustment from views incrementally and somewhat slowly, so one player changing aim suddenly doesn't make all the other player's targets move out of their aim as the camera jumps. You created a problem by moving the view around based on the mouse, so no as-is local mode is going to just make that go away. You either zoom out and drop the mouse-based looking while in local or you average the players together and give them a least-bad compromise. Tell players there are some compromises to playing local, because there are (it's not like Helldivers does local without problems). Put the UI info vertically, each player on a side, and move the stat screen popouts entirely to pause screen stuff so players can access them without screwing up what's visible during play.
Of course it's hard now if you didn't plan for it. It's dishonest to even say you'll do local if you aren't planning for it, especially given how often you seem to just punt with excuses if something is hard to do.