Hi Errorerror,
Unity3D runs all things in a quaternion sense to avoid gimbal lock that Euler rotations are prone to.
So even when you are using Euler... it is doing some fancy behind the scenes work to translate to quaternions.
I think you are gumming up the works with your attempts to use euler in your code instead of just staying within the quaternions. You my be experiencing a constraint due to gimbal lock which is all about the euler math...
Not sure how much this has changed from 5.6 to 2018.2, but I know that the CSharp has changed for 2018, so code habits may not work as you expect if you are in 2018.... but in 2018 you should be able to handle it all inside quaternions. Please note...It tells you not to mess with the axis rotations unless you are a Hamiltonian pro... It gives you other ways to handle it....
https://docs.unity3d.com/ScriptReference/Quaternion.html
Isolating effects... Leap Motion is a beta... as nice as it is...
So if you're bouncing the Leap Motion Hands along... it might cause your flicker too.
Set it to freely rotate on the x axis with a different input device like a mouse... to isolate Unity3D animation from Leap Hands...
f it works... change the input to the hands... If it didn't work, you know that it is your handling of the rotation physics and the trigger....
good luck