rotations that take the short way
Euler angles store a rotation as three turns around the X, Y and Z axes, and blending those three numbers one by one sends the object on a detour. A quaternion stores the same rotation as four numbers, and slerp blends two of them along the shortest arc at a steady speed. Both ships turn between the same two orientations, and the nose trails show a 371° tumble on the left against a clean 143° arc on the right.
Store rotations as quaternions, combine them by multiplication, interpolate with slerp and negate one of the two when their dot product is below 0 so it takes the short way, and convert to Euler angles only for display or editor input.