I tend to see a top-down camera as the default camera. Therefore:
- In world coordinates, x is east-west, y is north-south, and z is up-down.
- In screen coordinates, x is left-right, y is up-down, and z is forward-back.
- In the default top-down camera, world x maps to screen x, world y maps to screen y, and world z maps to screen z.
- The camera can be moved and rotated arbitrarily, which means that usually there is no direct mapping from world coordinates to screen coordinates.
Using y for world up-down is just weird, because the up-down axis is obviously the "special" one and therefore it should not sit between the other two axes. Likewise, using any camera orientation other than top-down as the default is just weird, because I always plan out my 3D spaces starting with a 2D top-down map.