Sorry that the news what not what you wanted. However, to stop a follower from attacking another follower because they were attacked by that follower would mean that they would not attack anyone who attacks them.
So, the advice I gave you is appropriate, with the conditions of the game. You can use a console command to stop combat on a follower, but that stops all combat for that follower. But, I did not think that was what you wanted.
I guess so...
I was actually hoping that hostility detection would go through the player relationship settings with the target that is inside the detection range and then allow the followers to determine what NPC is a valid target and what isn't, not just on attacking whatever has damaged them that isn't the player or scenery.
What I mean is, if the player relationship with the target is hostile, the followers would see the target as hostile as well, however if the relationship with the player is neutral or friendly the followers would not attack that NPC.
I guess this could however cause problems with the brawling quests, since the followers won't attack the NPC that the player is having a fistfight with, and the NPC is set as hostile to the player during the fight.
But well... I guess this would require a huge amount of programming.
And I'm not a programmer and have next to no knowledge of how to work the Creation Kit. So I just wait and hope someone else will solve it. Hopefully, some day...