No matter how you break things apart and identify them, all the combo lists start the in the same place, the starter. Within those subsections you suggest, I'd still have to organise everything alphabetically by starter and what you'd have is essentially a busier version of what I have listed now, except with more words in it. Everything is already all divvied up by Corner/Midscreen and Conditional starters, going a level deeper is just sugar coating things. The combo thread are less about teaching you how to do combos, and more about eeking out what damage and possibilities proration will allow.
See the main problem is that µ really has two combos, one for corner, one for midscreen, and what changes is how the much restriction the starter puts on the the combo, and how early you have to end it.
So long as the 'true' midscreen and corner bnb is broken down, everything else is just figuring out how to move into those combo systems as fast as possible, and what conditions will allow you to use them to their full potential.
I realize that I haven't really done any sort of primer in regards to this, and for that I apologize, I have been less active lately with the release of other fighting games and setting up my new streaming content.
SO-
If anyone has any questions regarding combos or general mechanics with µ, I'd like to invite you guys to check out the stream I'm running tonight, as I figure out cool stuff in the lab.