<R*,r*,U*,u*,F*,f*> would be my 1st choice, to just be able to find "something" a.s.a.p. Afterwards, searching for easy-turning optimizing algs, with qqwref's turn suggestions is a BIG+1 for me.

You don't seem to understand anything at all about solving programs - try playing around with one sometime. The more moves you allow, the longer it takes to get up to a certain movecount (since it has to check more possibilities).

I already know this quite well, but you just went ahead, and assumed otherwise. Teamwork Baby! It is not just the #of turns allowed that increase the solve time. Having to restore everything, or being able to leave some pieces unresolved also makes a big difference. Finding PLL algs for LL. Makes a difference in alg length, and solve time, depending on BOTH #of turns allowed, and how many other pieces are unsolved (greyed out). What I wanted to emphasize though, is that this case has a whole bunch of pieces that are not solved yet, and Acube should be able to take advantage of that.

Allowing six moves (and since your notation makes no sense I can't even tell what moves you intended) is probably too much to get any solution reasonably quickly. The setups I suggested were attempts to minimize the moves used while having a high probability of finding short solutions.

I wasn't finding fault with your suggestion. Did you see the "BIG+1"?. My turn notation is standard enclosed in angle brackets like I think it should be. "*" means any, and that shouldn't have been too hard to decipher. No need to try all the turns from that set at the same time, but I think this set of turns will better take advantage of the unsolved corners that were specified, so what I am suggesting is - let's try 3, then 4,5,..... and more from that set first. All of this seems very reasonable to me.