Oh no, there are actually not very many algorithms, I'm serious! (Definitely less than 20 are needed!)
Well, S' moves are actually incredibly fast OH (for me, about as fast or even faster than a U2 spin), which I think Devagio is trying to make this for(?)
Plus, it's not bad that I go out of the 2-gen moveset for literally 2-3 moves. It's not like there's a rule that says you can't do this, and as I said, S' moves are speedy (try it!). And, the biggest thing is, doing R U R2 U' R' U' R' U2 R U' instead of simply S' U2 S is just kind of stupid lol
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The method steps, by the way, are:
Step 1: Orient all corners (preferably in a way that orients the most edges on the second axis (which is just putting e-layer edges in the e-layer)).
Step 2: Solve all corners (preferably in a way that solves the most edges (for example, U2 R2 U R2 instead of R2 U2 R2 U' R2))
Step 3: Use one edge algorithm to reduce down to 3e, or rarely, only if significantly easier, 2e2e.
Step 4: Apply one last sequence to finish that cube!
The number of algorithms for the first two steps is 0. Orienting corners is intuitive and only requires recognizing a few different cases.
Solving the corners from there takes only 4 moves on average and is super fast to execute because you know what to do instantly!
The third step sometimes relies on your arsenal of (R, U) 3e edge algorithms, which honestly doesn't have to be very big at all, I would say you can use this method with proficiency knowing a total of less than 15 algorithms. If you choose to use 2e2e algorithms in this third step, this solving/reduction step, then you're in luck! You don't have to memorize any algorithms, because (R, U) 2e2e algs basically don't exist! What I mean by this is that the optimal solution to any given 2e2e in 2-gen is almost always a set-up to R2 U2 R2 U2 R2 U2. Setting up to that simple 6-mover is legitimately, and when I say this I'm being real, all three- intuitive, fast (because the setups are easy to see), and optimal. So that's nice.
The fourth step is much of the same of the third, except here it is a lot less thinking and intuition, which is a drawback to step 3, but it is pretty easy to see where pieces need to go, so it's really only barely a drawback. anyway, in this fourth and final step, you simply just solve the case that you see. It's just like solving OLL or something, you simply look and spam your algorithm. If you only know a couple of 2-gen 3e algs then you may have to do one premove beforehand, but this is both much slower, because more thinking is involved, and a little bit more inefficient movecount wise, so just learn a few more 3e algs (again, not that many) and you'll be much better. You'll just spam your 10 move algorithm to finish.
And just a side note, I believe that no matter what your edge cycles are, you will only ever need to do 2 algorithms of 3e and 2e2e to solve all edges.
For example, if you have 4e2e, swap the 2e and any other 2 edges with a 2e2e to reduce to just 3e remaining. For 5e, two 3e's can be used.
And if you have all 7 edges messed up, which means you sadly didn't solve any of the edges during the corners stage, which you should be trying to do... But if your cycles are 3e2e2e, then it's pretty obvious you can still manage to solve it in 2 algs
The average movecount of this method is actually less than doing SQ->F2L->2GLL, so this method is pretty efficient.
Now this is all for now! I might, and probably will, make a little list of some useful 2-gen 3e algs later and edit it in, but for now this is it!