Why won't my object lerp?

Here is all my code:

using UnityEngine;
using System.Collections;

public class FlashlightTurn : MonoBehaviour {

    public float lookSensitivity;
	public float lookSmoothDamp;
	public float lookSpeed;	
    public Transform camera;
	public Transform player;
	public float cameraPan;
	public Transform cam;
	
    private float yRotation;
    private float xRotation;
    private float currentYRotation;
    private float currentXRotation;
    private float yRotationV;
    private float xRotationV;
    private Quaternion lookForward;
    private Vector3 lookLeftLimit;
	private Quaternion fromTo;

	void Start () {
		
        lookForward = transform.rotation;
       // lookLeftLimit = new Vector3(0,130,0);
	}
	
	void Update () {
        if (!Input.anyKey)
        {
            yRotation += Input.GetAxis("Mouse X") * lookSensitivity;
            xRotation -= Input.GetAxis("Mouse Y") * lookSensitivity;

            xRotation = Mathf.Clamp(xRotation, -30, 30);
            yRotation = Mathf.Clamp(yRotation, -50, 30);

            currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, ref xRotationV, lookSmoothDamp);
            currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, ref yRotationV, lookSmoothDamp);

            transform.localRotation = Quaternion.Euler(xRotation, yRotation, 0);
			fromTo = Quaternion.Euler(xRotation, yRotation,0);
			
			if(yRotation < -47)
  				player.transform.Rotate(-Vector3.up * Time.deltaTime * cameraPan);
			else if(yRotation > 27)
  				player.transform.Rotate(Vector3.up * Time.deltaTime * cameraPan);
			
			if(xRotation < -27)
  				cam.transform.Rotate(-Vector3.right * Time.deltaTime * cameraPan);
			else if(xRotation > 27)
  				cam.transform.Rotate(Vector3.right * Time.deltaTime * cameraPan);

        }
        if(Input.GetKeyDown("w")|| Input.GetKey("s") || Input.GetKey("a") || Input.GetKey("d"))
            transform.rotation = Quaternion.Lerp(transform.localRotation, lookForward, lookSpeed * Time.deltaTime);
            
	
	}
	
}

Forget about most of the code. Its just there in case you need to look at it. The code i need help with is the last if statement. Thanks

Is your object the child of another?

if so maybe change line 57 to:
transform.localRotation = Quaternion.Lerp(transform.localRotation, lookForward, lookSpeed * Time.deltaTime);

also, lookspeed doesn’t have a default value, which sets it to 0.