I've tried to avoid unnecessary cube rotations, but that always leads to unnecessary moves, adding up more time. So, Can you give me something that can help this problem?
Avoid unnecessary cube rotations, but
don't avoid necessary rotations. General rule of thumb: If the edge can be solved with only RUL moves, don't rotate. If the edge is on the top layer and can't be solved with RUL, rotate then solve. If the edge is the middle layer and can't be solved with RUL, pull it out and form the pair simultaneously, then rotate and insert. (There are exceptions to this rule, such as when both the corner and the edge are misslotted, or with F2L algs like F R U2 R' F', but you shouldn't concern yourself with these.)
It's possible to get rid of rotations entirely, but keep in mind that while having to rotate is slower than not having to rotate, having to rotate is
faster than not rotating and wasting 4+ moves on weird rotationless inserts. Let's just run through the reconstruction real quick.
x2 // inspection
F' D R' U L2' F' D R' D // xcross
You need to do F moves with proper fingertricks, like I've already mentioned. 9 moves for an xcross is nice, but I don't know if you planned it out or if you just got lucky.
y U L' U L U2' y U' L' U L // second slot
The rotation at the start is unnecessary. You can form the pair with U R U R', then rotate and insert with d L U L'. Alternatively, you can also form the pair with U F' U F, which is the same as what you did but from a different angle. This avoids the rotation altogether, but most people find the F' U F trigger awkward to execute and would prefer the U R U' R' solution instead.
U' y' U L' U L y' L U L' // third slot
Okay, this F2L case (for orange-green) is just kinda bad because you need to either do a long alg, do a weird alg, or rotate twice. (Unless you have a free adjacent slot; here the free slot is
opposite, which is less useful.) If you must do orange-green, you can exploit the free BL slot by using an L move to split the pieces apart, then do a standard insert and restore the BL slot: L U R U R2' F R F' L'.
R U' R' U R U' R' // last slot
No rotations here, which is good. Also, this is actually one of the nice VHLS cases: R U' R' U F' L' U' L F.
U2' F R U R' U' R U R' U' y L' // EO
F R U R' U' R U R' U' R U R' U' y L' // CO
Bad algs + unnecessary rotations before the F' moves. Try F U R U' R' F' and R U R' U R U' R' U R U2 R' for these cases instead.
(x' y x z) U2' y R' U R' d' l' U' (R2 x') U' R' U l' U R U // PLL (V perm)
One long rotation to scan all the faces to recognise PLL, one move to align the blocks, and one more rotation to bring it the angle where you execute the PLL alg. Don't do this. I'm not going to ask you to learn 2-sided PLL recognition straight away; if you need to look at other sides to recognise the PLL, that's fine, but use U and U' flicks to bring other faces into view, rather than rotating. Likewise, use U moves rather than rotations to bring the case to the correct angle. (There are exceptions to this, but like what I mentioned for rotating in F2L, if you have to ask what those exceptions are, you're not ready to use them.)