The syntax for the Switch function is as follows:
SF_PlayerSwitchToCam(tag, mode);
...But then, you probably already knew that, since that's from wcp.pas. In any case, what this means is that if you want to switch to chase view of a ship other than the player, you enter that ship's name as the 'tag' variable, followed by the correct mode. This may or may not work - it seems that only some modes allow a view from a ship other than the player. I know this is definitely the case for the cockpit view, but I don't remember what the situation is for any of the others.
As for the other modes, check consts.pas - there are declared constants for all known modes there.
Finally, camera. Dead simple stuff - you declare a camera object. For example:
object Camera_1(Camera)
x: 0;
y: 0;
z: 0;
main: M_Camera_1;
end;
You can also give it a direction, and of course you can set up its x,y,z coordinates to some place other than 0,0,0 - but you can also do all this in the main function, which is my personal preference. With the main function, just one thing to keep in mind - once you activate the camera (I always use SF_ActivateSelf, but I don't remember why any more - might be just preference, or it might be that SF_ActivateObject doesn't work for cameras), you start seeing through it. I guess that probably deactivating the camera returns you to the player view, but I've never bothered checking - it's just common sense to return to player view before deactivating the camera. Other than that, just set up the camera's position and angle, and use the SF_CAM_ commands to pan or move the camera. And of course, AI_WaitSeconds if you want to hold a particular view for a while.