Jonkie, I understand what you are thinking but it's not as easy as writing a line of code that says "play audio from camera"

I have to use CoreAudio libraries to fetch sequences of packets, stuff them in buffers, tell the audio system what format the audio packets are in, convert them to a supported format if they are not, etc. The biggest headache is actually not known to most people. Apple doesn't want me to tell people but I don't want their rules to continue making me look stupid. They impose a bandwidth limit on applications that use cellular network connections. I must keep application traffic within 1MB/min. That's why the thumbnails and video seem slower on 3G, I actually force the cameras to send a frame, then calculate the delay I should wait before asking for another frame. If you send high-res video then the frame rate must be very slow (as slow as 2 frames/min). I've successfully avoided this limit with a clever algorithm and engine for the past year, but adding audio will make it even more complex. I will have to either eliminate the option for audio on 3G networks (the simplest and most likely option I would take) or further reduce the video performance to account for the extra traffic on the audio stream.
And that's just a small piece of the puzzle

Following rules is fun ain't it?
BTW - I've had my app submissions rejected many times because their tests found that the app was exceeding their limits. They would not tell me what the acceptable limit was for the first six months, only that my app was consuming too much. I had to constantly slow it down, submit it, watch it fail their reviews, repeat the process until they approve it. It was only after speaking to an Apple engineer on the phone last summer that I squeezed this vital piece of information from him.