Well... Here is how I would do it:
There is world coordinates where all the objects should be located toward it. So that you can know exactly where the plane is regarding a given origin (let's say the airport). To my opinion, you should not have any rotation in this coordinate system.
And there is the object coordinate, one for each plane. This should allow to orientate the plane (pitch, yaw and roll). This object coordinate should be defined on the world coordinates of the plane (so you define a new origin and orientation at the world coordinates of the plane). For this to work well, all plane should be designed the same way (for example the nose of the plane should always be aligned with the +x coordinate).
For the cameras, if they move just like the plane, they should belong to new coordinates just like the object coordinates of the plane (since they follow the same moves like the plane). So for this kind of cameras following the plane, you'll have one new object coordinate for each. For the other cameras, if they belong to the airport, or any static location, you'll then have a new coordinate system at these locations. And you will adapt their rotations so that they can follow the plane.
To do that, you'll need some good matrix manipulations (mainly stack manipulations).
For sure, you should never mix pitch, roll and so on. If this happens to be the same as the plane, or another plane, or anything else, this is just a coincidence, this does not mean you have to use this new coordinate system.