A couple of days ago, while gaming with a few friends and noticing a transparency ordering issue in the game we played and explaining to them, how and why that happens I realized something:
The raytracing accelerators we now have at our disposal can also be used to implement proper primitive level transparency ordering on the GPU; even if you don't spawn secondary rays, just being able to do a sparse ray-triangle hit test through the whole scene building the render order list in situ.