Though, as mentioned above, the material you discuss can be found elsewhere, I find your article a nice summation of aspects of quaternions applicable to game programming.
A comment on your description of SLERP: although you define the range of t, you do not mention the intent of a SLERP with regard to t. In the context of interpolating rotations, IMHO, you should add something like "With t varying linearly, SLERP provides..."
Good call. I've added a short paragraph commenting on this property.