few things since perspectival systems are totally my jam :
as stated before you cannot change the perspective on a static image. ever. if your viewpoint moves in relation to a linear, nonparallel system, it will goof the whole thing. The only way to scroll an image without changing the perspective is to accept abstraction in the form of wonky buildings or use of a parallel projection, such as isometric.
size is irrelevant, only angle. The sun is a thousand times bigger than human imagination yet it appears only a few degrees wide due to distance and perspective. Some people will forget this, and argue for the implementations of other systems to account for the greatness of an object, but this is a falsehood originating from neglecting the fundamentals on which the system was founded.
3-point perspective is an answer to the greater problems introduced by camera pitch. it is not intended to be used in pieces where a horizon is in the main field of view, reasons next.
THE WONKINESS YOU SEE IS NOT THE RESULT OF A BROKEN SYSTEM OR IMPROPER IMPLEMENTATION, BUT OF AN IMPROPER VIEWING OF IT. Linear perspective relies on a
fixed point of observation in relation to the image. This means that, on an infinite surface oriented to the viewer, all of the wonkiness is actually just correcting for natural increases in space needed to convey the same sized object in perspective. Because the human eye cannot properly focus on these areas, it goes generally unnoticed.

so hat does this mean in practical terms? don't move the viewpoint on a static image for one. two, if you want perspective to look right, you have to assume an average viewing position and coordinate from there using angles. I have to go now but if someone wants a practical demonstration of this (it's off-topic for the original question posed) they can ask.