This could work, since it`s a very clean design and a good angle - no tactical confusion. Still, I`d have to see more items/enemies in a room to judge that properly.
It's actually a free roaming camera, so you can get any angle you like, but that angle was kinda what worked best for me. Although, when running down narrow east/west corridors things get a bit obstructed. I guess making the walls blocking the character translucent, could work, so you can see what the hell is hitting on you.
Another thing that can be done is positioning the camera directly above the scene, rotating the voxel models 90 degrees, and then you have the classical roguelike view...