To my understanding if i'm understanding you correctly, You are saying the texture itself which has the alpha influences the zsorting of the alpha blending mode, or draw order of the mesh; In my experience I would say you're mistaken, the only two factors that i've seen that influence it are Material ids (Select faces) and how the object is attached together in the 3d program (Vertex draw order essentially)
There's no number or order I can give you as it's different from object to object, my recommendation is to do research into Alpha Z sorting to understand how it works why it occurs and how to control it. That being said I'll give you some tool tips on what to look for. One influence is Material ID's (Select Faces) My memory is fuzzy but if you have multiple faces The overlapping object must be set to a higher material ID than the underlying object. The second influence is the (Draw Order), this is how you attach the mesh together. so hair for example you generally have Leafs of mesh, or Strips. You attach each object based on when you want it to draw. So (Underlying objects first) then the last ones should be The overlapping object.
The program I use is 3ds Max, so i'm not sure if it works the same in blender or Maya; but the guide is universal all around, and the bug isn't bias to one application.
Unfortunately it's very hard for me to explain what i mean in text but I hope this helps you out.