Tinting multiple slots at once
Implement colour as part of the inheritance system to allow slots to have their colour set according to their parents bones so that multiple slots can be faded by just fading the parent which holds them
I imagine this better implemented as a SlotColorConstraint that can target multiple slots or something, similar to how TransformConstraint can control multiple bones.
This is solely for ease of use in the editor? If so it may not make sense to add something that affects the runtimes. You can already multi select and change many slots at once. It may be solved better by being able to store selections in a list.
More than ease of use, this is a fundamental flaw from my point of view. Our use case was we have a bone which has multiple sub bones, slots and attachments. Each bone, would be animated but we needed to fade the group in an out as this happened. All of a sudden we need 20+ keys on top of the movement animation just to fade the group....Also as it usually goes, you now need to tweak the hierarchy and make adjustments....major chaos....
While it may be inconvenient to have many color keys in the dopesheet, I would not classify having many keys as a fundamental flaw.
FWIW, the dopesheet filter can be used to hide color keys when working on other things.
The issue isn't seeing many keys, the issue is modifying and restructuring. This basically makes it near impossible modify the hierarchy when animating the colour of a group. The flaw here in my opinion is the lack of ability to control the colour of a group when the same can be done for translation and so many other things.
At the end of the day, you can call it what you want, but this does prevent certain use cases from being easy to do / maintain.
+1 here: https://esotericsoftware.com/forum/d/26450-%E5%A6%82%E4%BD%95%E5%85%B3%E8%81%94%E4%B8%A4%E4%B8%AA%E4%B8%8D%E7%9B%B8%E5%85%B3%E7%9A%84%E6%95%B0%E5%80%BC/7