It was under such considerations that I set out to compile a collection of rotationless F2L algorithms.
[...]
After adding mirrors and rotations of existing F2L tricks from various sources, I explored variants of existing algorithms for as yet undocumented ones. The result is what should be a fairly comprehensive list that I myself have yet to sift through.
macky
This is a list I compiled a few years ago, when I started practicing solving F2L on the bottom. Maybe it can be of help to you in completing your list. It also gives you an example of how you can organize it:
http://www.cubezone.be/completef2l/index.html
Although I dubbed it "The complete F2L" it's not actually complete.

However I did fully explore the following 4 groups of cases:
- Insert pair with edge oriented
- Insert edge with edge oriented
- Insert corner with edge oriented
- Insert corner with edge flipped
Each group has 48 cases because there 3 corner orientations, 4 ways to position the edge/corner/pair and 4 possible target slots.
For each of those 48 cases I may have several solutions listed, some of which may exploit an empty slot. In that case the algorithm starts with the position of the empty slot in between square brackets, eg. [FL].
The trickiest group in the bunch is
Insert corner with edge flipped. For the other 3 groups it's easy to come up with good rotationless algorithms since they can be solved with R, U and L moves, but for this group you need to bring F/F' or rotations into the equation. For most cases I tried to come up with a good rotationless algorithm and a good algorithm that uses a rotation.
As for the groups I didn't explore:
Insert pair with edge flipped can be reduced to
Insert pair with edge oriented by means of a y/y' rotation and the same thing goes for
Insert edge with edge flipped. This is also what I do on a solve 95% of the time, although I have thought about which of the rotations, y or y', would lead to the most finger-friendly continuation. For example, I'd rather do yLUL' instead of y'RUR' because then I can keep my hands in "the neutral position", meaning thumb on F and ring/middle/index/fingers on B. I find that this increases flow.
I never got around doing the
Move pair cases, although I know the basic ones from all angles, like the ones where the pair is in it's target slot or where the pair is fully matched but in the wrong slot. I think it would be useful to investigate these a bit further in order to have some contingency plan in case there is no F2L piece in the top layer. (I should probably start with reading your Jeff2L page, Macky

)
I also have to note that my list is not kept up to date because I printed it out a long time ago and have kept updating the algorithms on the printed sheet ever since.
Just my 2 cents on this topic. I always found optimizing F2L cases one of the most intriguing parts of cubing and I still put quite a bit of effort in to it. It's so much fun!