Understanding Euler rotation

Nah, I would just keep the rotation in eulers and store it locally in the entity script somewhere. The model viewer starter project/template does something similar as it has to deal with limits of pitch and rotation.

Quaternions have several advantages over eulers, most notably not having gimbal local and applying multiple rotations is a lot easier. Some more information here: Quaternion Powers - Math and Physics - Tutorials - GameDev.net