Firstly, was there a previous thread - you seemed to refer to earlier things, I wasn't sure if there was another thread I should be looking at. If not, what is it you are actually trying to achieve?
Secondly, there appear to be two issues here: what algorithms should be used to do vector maths, and how to actually code it (in that you don't know C that well, but the rest of us get totally confused by AMOS - I mean yes, I know what it means, but it's very unreadable code;)
Your way of doing things is quite reasonable - you have an orthonormal axis (ie, the 3 vectors) which completely define the rotation, and then you're doing rotations with respect to this local axis. This is certainly a lot better in general than say using Euler angles (which suffer from "Grimbol lock").
For some simple speed ups, it depends on what you're trying to do. Maybe the three rotations in each loop can be combined into a single rotation? It's easiest to work this out by expressing the three rotations as matrices, and multiplying them together. If you're doing the same rotation each time, then the 9 elements of the matrix can then be precomputed.
Each of the 9 elements in the set of 3 vectors then requires 3 multiplys and 2 additions, so multiplying the 3 vectors by the rotation matrix costs 27 multiplys and 18 additions.
Where as in your method, each individual rotation costs 12 multiplys and 6 additions, which gives a total of 36 multiplys and 18 additions.
I think that's right..
One thing to be careful is numerical instability - due to inaccuracies in floating point calculations, your 3 vectors will drift from being orthogonal and normalised vectors, so this may have to be corrected every so often.
Now, if you want a faster way of doing things, I suggest you look up about "Quaternions". Basically, they represent a rotation by only 4 numbers (they are actually 4-dimensional equivalents of complex numbers, but don't let that put you off;) instead of 9, so this means less calculations are required. A knowledge of vector operations such as cross product and dot product is highly recommended before you start learning about Quaternions.
Some good information on these is available at
http://www.j3d.org/matrix_faq/matrfaq_latest.html (A warning - a lot of tutorials and FAQs on Quaternions have mistakes in some of the calculations! This FAQ as far as I can tell seems to be correct).