At the geometry level, DAE represents meshes, scenes, controllers, animation and asset metadata. FBX represents meshes, hierarchy, rigs, animation, cameras and lights. A flattened surface can be dependable when the receiver only needs final triangles, but it is a destructive handoff when someone still needs editable solids, object hierarchy, animation, vertex attributes or manufacturing metadata. Once those semantics are discarded, converting the file back does not reconstruct the original design intent.
A safer production workflow keeps the richest editable source as the master and creates a separate delivery copy for a named destination. After export, inspect units, bounding-box dimensions, up axis, normals, watertightness, object count and material references in the receiving application. The main DAE caution is that it implementations often support different subsets of the large specification. The main FBX caution is that it the format is complex, proprietary and prone to importer-specific differences. These are workflow constraints, not minor technical trivia.
The practical verdict is to choose DAE when the job centers on legacy scene exchange and XML-inspectable archival workflows, and choose FBX when it centers on animation and game-production exchange across established desktop tools. For 3D printing, the slicer's actual import is the final authority. Confirm millimeter dimensions, orientation and mesh integrity before generating toolpaths, even when the preview initially looks correct.