(there was a comment about animating to camera)
Yeah, absolutely, cameras can be a pain. Often times I do a duplicate when there is one with camera shake and have no shake in it (you don't want to have smooth arcs while the camera is shaking, so don't check spacing on a shaky cam). And for traveling cameras I check perspective mode.
Yeah, the jump is floaty, you could try 50% faster. In quicktime I changed the playback speed to 1.5 and it felt better.
You also still have that turn pop, from x149 to x150. Looking at the image, I tracked the spacing of his left jaw side line, starting around x146. The red lines show you where the jump is from x149 to 150. #1 (green) is frame 148, #2 is x149, as you can see the spacing is pretty small, and it was small a few frames before. But then to #3 you suddenly have a big spacing gab. With such a big head a quick one frame move like that sticks out.
The charge is not too fast, but you need to consider the physics and mechanics of him charging. The charge starts at x239. His front left foot is on the ground for one frame. On x238 his right one was on the ground for two frames. During all that time the back legs were off the ground. Would an animal of this size be able to suddenly charge using only his front legs, or even only one? That just feels off. I would start the charge at x233, so that the animal is using the back legs to push off and the front legs afterwards to lunge forward to help with the momentum, like a human with his/her legs and arms for the swing. Then you transition into a faster run and it will feel more motivated by the actions of the animal.
Let me know if that doesn't make sense.