Storing pitch and yaw breaks down once you want arbitrary camera rolls, or if you need to interpolate between orientations, because of gimbal lock. Using angles for small UI bits or flat objects is fine, but when those billboard particles need more than one axis of freedom, you usually end up needing quats anyway. Quats are opaque, but conversion functions and debug views help when you actually need to read what's going on. Trig shortcuts mostly pay off for simple or highly constrained motion, but scaling them up tends to introduce messy edge cases.
I'd pretty much always store pitch/yaw for a first/third person controller. This makes it trivial to modify the values in response to input - `pitch += mouse_delta.y` and to clamp the pitch to a sane range (-90 to 90 deg) afterwards.
You can then calculate a quaternion from the pitch/yaw and do whatever additional transforms you wish (e.g. temporary rotation for recoil, or roll when peeking around a corner).
Quaternions break down for other situations. They cannot represent a rotation greater than 360 degrees. In an engine like Unity (which stores rotation as quats), you can use arbitrary Euler angles in the editor and it will work fine, but the scene file has to store 2 things. There is an additional m_LocalEulerAnglesHint property that covers this edge case.