Okay here goes…
Regarding FoV, sensor size and focal length. I’m unable to find any information regarding the lens of the camera - specifically what it’s FoV range or it’s equivalent 35mm focal length range are, both of which would have been useful to know and I reckon I could have given you a fairly accurate sensor size for Maya which would have allowed you to enter the same focal length on Maya as what’s marked on the lens.
As a starting point you can try what Panavision.co.nz list as the size of a 2/3" sensor. (Note I’m using 4*3 measurements here, that’s why the width below is different from their site. And also Maya uses inches for it’s sensor size (known in Maya as aperture width and height)).
7.18989mm * 5.39242mm (4:3)
Best way to test this is to shoot an object (a box is good) of known dimensions at various focal lengths (use the markings on the lens), import the footage into Maya and line it up to a 3D model with the same dimensions as the real object you filmed. If the sensor size is correct then setting the focal length in Maya to the same focal length used should make it fairly easy to line up (except at wide angles where lens distortion is introduced - I’ll get to that soon).
If that fails then your going to need to measure the FoV of the lens at various focal lengths.
For lens distortion, print out a grid (here’s one I found) and film it. When your shooting the grid the camera should be perpendicular to it. Also for each focal length the grid should fill the frame, so you’ll have to move the camera or grid (whichever is easier to do so).
Import a still of each filmed focal length into photoshop, after effects, shake, nuke, etc (there are a bunch of programs which allow you to do this). Use a lens distort filter/node to remove any distortion from the image - so the lines in the grid are all straight. Record the amount used to undistort the image, the inverse of this will be used to distort the CG to match the footage you shot.
Regarding the lens squeeze ratio (pixel aspect ratio), Maya has a default resolution setting for PAL/NTSC 4:3 in the render globals for both square and non-square pixels.
Hope that helps in some way, I’ve left a bunch of stuff out, hopefully someone else can fill in the gaps.
Reading recommendation… The Invisible Art of Matchmoving