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In a way, they are already in there, you can use matrices and matrix transformation (quaternions).
The premise for a good portion of Irrlicht is to make it so that you don't have to worry about quaternions or matrices and can think about 3d in more simpler terms of rotation angles and direct X/Y/Z positioning.
Just to get my 2 cents in... the quaternions aren't already in the engine and it would be cool if Niko did implement them but I don't know of any plans to do so. Quaternions can be used as a replacement for rotation matrices as they can describe a rotation around any axis in 3D space. They take up less space than matrices (4 numbers instead of 9), many operations such as multiplication are cheaper than with matrices, and conversion between quaternions and matrices is easy.
I haven't had the need to experiment with it myself... but yes. Of course, it would be pretty simple to implement one's own quaternion class and add it to the Irrlicht engine. I might try that if I find the time...