You don't. If you're very close to (1,0,0,0), q1 will change linearly with roll/2, q2 will change linearly with pitch/2 and q3 with yaw/2. q0 will always be the square root of 1 minus the sum of squares of the other components, because ‖q‖₂ = 1 at all times.
Unless your angles are really small and you only have roll, pitch or yaw, you cannot really interpret the quaternion components on sight.
Quaternions encode rotations, not an absolute angle or direction. If you want a vector to point in a direction, you have to start with a reference vector (e.g. (0 0 1), i.e. pointing up) and rotate this vector by the quaternion.
Are you referring to Gimbal lock - Wikipedia? This is exactly the problem you're trying to avoid by using quaternions in the first place. Converting the quaternion to Euler angles is not an issue, as long as you don't manipulate them. For your sensor fusion algorithms and state estimation, you should use quaternions, not Euler angles.