all PC hardware prefers GL_BGRA, for some weird reason, and GL_EXT_bgra is present in all windows-based opengl libraries, even microsoft's.
The general recommendation is to use internalformat=GL_RGBA8, format=GL_BGRA, type=GL_UNSIGNED_INT_8_8_8_8_REV (ie: the only byte ordering allowed by direct3d).
note that GL_BGRA is core in gl1.2 (but otherwise exists as GL_EXT_BGRA in all windows implementations).
note that GL_UNSIGNED_INT_8_8_8_8_REV also only exists from gl1.2, but is meant to be functionally identical to GL_UNSIGNED_BYTE on little endian systems.
This really only affects the speed of glTexImage calls and not the format stored on the gpu, so won't affect framerates in q3 at all, only load times. Quake1/2 engines will likely want to use it for lightmaps, but there are bigger issues there (like uploading the same lightmap 20 times per frame, along with multiple stalls) which should be addressed first.
leileilol: that video still has a higher framerate than fte running in the android emulator does.

mobile devices generally have shared video memory. the gles1 devices don't even support vbos - they'd be no faster. All I can really suggest is to reduce world geometry and make sure you're not overdrawing too much. Also avoid blending as that requires reading from the framebuffer too.
the fte android port is really just a gles1 port of fte, its basically identical to the pc version except for general gles issues (glClampd->glClampf, 16bit vertex indicies, glTexEnvf instead of glTexEnvi to work around android bugs... that's pretty much it, renderwise). It does also use 16bit textures, but not lightmaps because that would be more messy.
most people seem to get a playable framerate (>20) and enough seem to achieve vsync (at 55 or 60fps) that I'm not too concerned about raw performance with it. I do have to point out that q1 maps are generally quite a lot less detailed than your openarena maps, so I'm kinda wondering what the framerate differences is like with ftedroid and typical q1 vs q3 bsps.
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