These are very good questions; apologies for the three year delay in digging into them. :-). I've spent a bunch of time reviewing all this stuff and think I have some answers, but would also be interested to hear further comments about all this.
You're right about the cross product and it not being handed-ness dependent.
I believe that there are two places where the handedness matters: first, the viewing/camera coordinate system is definitely left-handed. Thus, handedness is encoded in both the LookAt() function and the Camera implementations.
Second, the rotation matrix derivations are based on a left-handed coordinate system.
I'll try to figure out how to boil this into reasonably concise errata (and fixes for the third edition) but, again, would appreciate a second pair of eyes to make sure it's really right this time.
Useful references:
Regarding that Cross() call, yes, you're right--that's incorrect. I'm not sure what to do about it, since fixing it causes most current scene files (which have presumably effectively been hacked to work around that bug) to render incorrectly. (Well, correctly, but with unexpected results at this point.) I'm open to great ideas about what to do about that as well!
Thanks,
Matt