I keep reading all the various D6 rulebooks. I’ve come to suspect that there never was a version of the rules that solved all of the issues with them. The combat sequence is done differently like I covered above. The mystic systems are even more varied.
If forced to pick I like mini-6 the best of all of them, even if I have to house rule a few things.
Next would be Star Wars 2E Revised and Updated. Technically Mini-6 and Star Wars 2E:R&U both have the same combat system. This is called Traditional Open D6 combat. I like mini-6 Static Defense system the best, personally.
I do like how D6 Adventure uses Psychics. You get a 7th attribute, and each psi power is a skill under that attribute. That makes it more like your other skills. You could be good at telekinesis, but marginal at mind reading. It also uses 2E combat, and hit points instead of wound levels, two things I’m not keen on.
Like I said. Each game isn’t the same. I suggest everyone download and look over each game for rule variations you can borrow for yourself.