ah, cool. well i futzed around with it a bit more and I got it to work

thanks Hetzen for your post. while not software specific, it got me on the right track. For those who use maya and want to know how to fix this, here's what I did:
Originally we had a maya camera+aim with an xyz rotation order already animated with keys.
1. I created a new camera (no aim, just a regular camera, "camera2") in my scene and made it a zxy rot order camera.
2. I used an aim constraint on camera2 so it points to the camera1 aim locator. In the aim constraint, I changed the aim vector to x=0,y=0 and z=-1 so it now points properly to the old aim.
3. In the connection editor, I connected the translate XYZ of the old camera to the translate XYZ of the new camera. Now my two cameras sit on top of on another in the viewport and 'look' at the same point in space.
4. Then I selected new camera (camera2) and baked out the animation. the final camera path flight is identical to the original one, but the new camera has the correct rotation order.
Cheers!