Personally I would prefer the color be separated into RGB values because most times with color I am using a function like glColor3f, a Direct3D macro like D3DCOLOR_ARGB, or editing a tint color for a material in the Unity editor that already has them in that format.
Although those examples use different scales I would think using normalized floats for the RGB values and the Opacity would help make things more consistent. This way scaling, color, and opacity would all be 0.0 -1.0 values. I was tempted to say that for angle but it's just easier to work with when it's 0-360.