Hey Jorge have you tried this combination I mentioned last night? Yes, that is nothing that the Wizard could set up. If you need to combine textures and shaders, that would be my suggestion to do. As an alternative, you could bake the results of the shaders and use them like textures. In a BodyPaint3D/Photoshop driven workflow, that might make sense. (Normally Shaders have a huge advantage against pixel based information, as they (if well coded) they are resolution indented. Textures have certainly limitations.
UV. WEll, each project has its own rules and needs. The “Rule” of Thumb” is here to take a color grid (like a checkerboard in changing colors) and use this first as texture. In this way you can check if one of the standard targets with textures is given. A standard could be the most evenly distribution of texture pixels compared to the object surface. The color square of such a texture allows to “see” that in an easy way. There the layout of an UV solution can be optimized.
Mostly in use is the concept to peel the surface like an orange, by creating large parts of the orange together. Not too large to avoid distortions based on the convex vs flat translation. This is mostly done automatically with the Relax UV option in BP3D (UV Edit).
Projections are following the “typically” need for an object, like an Orange would be cover best with spherical projection, someone might need even there a different one. You can select polygons and change the projection for those and then “Generate UVW Coordinates” for those, to get a nice mixture of projections all stored in UV.
If nothing helps, manila work is need. Which might produce the best results, but is very labor intensive.
Besides that - there are highly specialist applications available to support your work there, but they are not cheap, but if heavily used worth the money.
On the end- as with most parts in 3D the artist is requested to be creative, which means s/he needs to know the tools, to develop unique solutions. If that sounds sloppy - then keep in mind that you can simulate to a certain degree the whole world and well The Space as well with 3D. There is not a one solution fits all, or as some like to have it - a plug in that makes go away all problems.
All the best
Sassi