Just as an illustration for the advantages of “Quaternion Rotation” compared to “Euler Rotations” when dealing with rotations around all three axes:
1) XYZ EULER: Rotating Suzanne around the “Local Y Axis” 90 degrees causes “Gimbal Lock” (the inner “X Axis” gets aligned with the outer “Z Axis” so that we effectively loose X as “Rotation Axis”) which Blender has to solve by a slight detour when turning Suzanne to the front:

2) With QUATERNION: Smooth blending between the keyframes (no detours):

Note: The keyframes are linked to the different “Rotation Coordinate Systems” so that the different animations can easily be selected by switching between both systems.