Here is an example solve and explanation of the first variation which uses the algorithms which include a 3-cycle of edges.
http://www.speedsolving.com/forum/showthread.php?t=16074
I also have a video explaining every detail on youtube.
If you use mirrors, it's only around 40-50 algorithms instead of around 90-100 (84 2GLLs and 4EPLLs + Misc. ELLs).
The second variation, which can solve edges without prior orientation, I haven't explored into very much, because I kinda gave up on ZBLD. It takes wayy too much thinking during execution, and other methods are faster.
I just like it as a fun concept, since it's one of few methods for 3x3 BLD which can influence corners whilst solving edges.
It basically replaces the T, J, and R perms in classic pochmann with the ZBLLs which do double swaps of edges and corners. It has the benefit of classic pochmann's ability to solve both orientation and permutation at once, whilst simplifying the corners.
However... this method takes around the same amount of algorithms, but isn't 2gen, which the first variation is.
It's also more complex, and AUFs are annoying.