There are some ulv.q instructions in:

gim_trimesh_ray_collision.cpp (1 which seems to not affect)
gim_geometry.h (only a 2 or 3 but are inlined funcs.)

rotation.cpp  (are quaternion products funcs, not inlined and affecting 0 and 1 reg.)
quickstep.cpp (lots of them, need to have a look about efficiency)

