A better word than lossless is perhaps ‘overspecified’ when referring to a 3x3 matrix being used to represent a rotation or orientation. A 3x3 matrix has redundant information in that case (however a matrix is more general and more powerful than a quat). But axis-angle is 4D like a quat too, and more intuitive than a quaternion. Actually normalized-axis-angle (with no scaling) can beat normalized quats, because axis-angle can be a 3D value and quats cannot. Same goes for Euler angles too. In general, if your quats are implemented with floats then applying quat transforms will introduce unwanted floating point scaling that may accumulate under repeated operations (and if you compile to a matrix first then you also have the matrix problem you mentioned).