There are several ways the quads/textures can be batched before sending to the GPU and the commands we had to control that, SetSortTransparentDepth() and SetSortTextures(), are now shown as depreciated so only Paul knows how they are sorted.
Generally though the most important thing is to avoid switching textures too often, so group all similar objects together in a single atlas where possible. (eg. have one atlas for your HUD and group all your HUD sprites together)
The best advice though is to forget all about it and only worry if you run into performance issues. Speaking from experience it's easy to get obsessed with unnecessary optimisation when your precious time could be better spent elsewhere