See steps to reproduce.
This is UI/UX issue:
- the long distance & long lens FOV spline gizmos are either blocking most of the viewport (it is difficult to know which gizmo am i actually selecting as they overlap; it is disruptive to being able to overview of the actual visuals on screen)
- the short distance gizmos are potentially overlapped with meshes - hard to select, with an extra user input step of having to select it in outliner required