I was actually hoping to sort them the other way. If you draw from front to back, then alot more polygons will be cut out due to the z-buffer; you would only draw to each pixel once. I wanted to play around with the idea for performance reasons. It seems that a scene with only a few translucent polygons would render better front to back with a stencil buffer, while one with lots of translucent polys would run better back to front with the more efficient alpha.
In addition you could play with only doing real easy (processor wise) sorts and not worrying about testing certain polys which may or may not be an efficient way of doing things, Im not sure.
I was just kind of floating the idea around and wondering if anyone else has tried it or thinks it might work in some cases. For instance what I am working on right now will rarely have translucency, so it would be nice to be able to speed up the rest of the engine for when there arent.
Its still in the early stages which is why I havent really tested the theory.