There is no triangle sorting at all. All there is, is object sorting. The gpu renders geometry data in large lumps, i.e. not triangle by triangle like a software renderer (or the hybrid pipeline of desktop jPCT) would do it. Within the object, there's no sorting other than the order in which the object is stored in memory. There's no way to reorder this. The latest DX11 desktop gpus can do some fancy "order independant transparency", but current mobile hardware is far away from this. All you can do is do split your object into several ones and hope that you won't run into sorting issues with those which, as you've already experienced, might happen as well depending on the scene. Or maybe you can get away with additive blending as 1+2+4 is the same as 2+1+4, so order doesn't really matter in that case (except for framebuffer accuracy).
How does your object look like?