[Physics] Quaternion Integration: Angular, velocity and acceleration

Hi guys
I have been dabbling with a custom physics solver (Mainly just for the integration) and I came across the following formulas

Here is the formula of the equation. (Only q’(t) and q"(t))

//Angular velocity  q'
// q - orientation in quaternion
// w - angular velocity  in vector3
Quaternion q_dot = 0.5 * q* W;  //where W = new Quaternion (w.x, w.y, w.z, 0)


//Eq 2.1
float dot = -2 * Quaternion.Dot(q_dot, q_dot); //the equation was -2q'.q' 
//a is a vector gotten by multiplying Inverse Inertia tensor by Torque: not a problem
Quaternion alpha = new Quaternion(a.x, a.y, a.z, dot);

//Angular acceleration q"
Quaternion q_dotdot = 0.5 * q *alpha;

//when integrated
//Angular version of  s = ut + 1/2at^2 
//dt - elapsed time float
Quaternion result = q_dot * dt + 0.5f * q_dotdot * dt * dt;

transform.rotation * = Normalize(result);


//PS: I know unity does not have scaling and normalization operations so I wrote custom version
//Just in case you were checking

My questions:

  1. Multiplying quaternions with scalar value. Naturally this should not even have an effect as quaternions should be of unit value before rotating. The guys at insomniac also said scalar multiplications should be replaced with
Quarternion.Slerp(Quaternion.Identity, yourQuaternion, yourScale); //Expensive of a physics system
//or
Quarternion.Lerp(Quaternion.Identity, yourQuaternion, yourScale); //In accurate even when normalized after

The problem is most implementations i have seen of this people just straight up multiply, Why?

  1. The second equations is really what gets me. I have seen no code implementation of it
    Eq 2.1) Could -2q’.q’ mean: 2 * Quaternion.Dot(q_dot, q_dot) or Quaternion.Dot( -2 *q_dot, q_dot)

  2. The final equations contains a lot of quaternion scaling.

Basically every where there is scaling confuses me.

I hop i have not confused any potential helpers.

Regards

I should add that I seem to have tried every variation (Albeit in a sleepy haze). And I get this odd snake wobble when ever my object hits the ground or it rotates 90 up.