D20 systems required less imagination for players, so it was easy to pick up and go. but after awhile as you grew older and hopefully smarter you should have become more imaginative. D20 was not set up to handle great fluctuations in how the game was played or for imaginative players. (i really don't see the bridge glass of a star destroyer being all that resistant to a light saber, but the rules say it is) it was very rigid and relied heavily upon structured rules.
D6 system was perhaps too flexible. but that is usually a good thing, as most players in my experience tend to do strange and weird things (attaching a small power core to a sublight drive, a hyper drive, and a remote controlled droid brain to a magnetic coupler comes to mind) the rules were incredibly simple in the D6 system it even brought in the much beloved factor of luck, aka the wild die. show where that is in D20? and rolling a critical aint it.
we had to convert the D20 force powers to D6 because some of my players didn't understand that most of the D20 powers were just one part of the D6 powers. example: force push is just telekinesis. when we tried to convert our D6 characters to D20 we hit a snag. we went from being super awesome to being OK. and no one is fine with their character being just ok. i recall hearing that wookies were the strongest sentient creatures in the galaxy, 22 strength...not that strong...i believe that wotc was just trying to capitalize on the market by releasing the D20 star wars systems. which were never popular among the gamers. and they lost it because it takes money to keep a license.
wotc D20 systems always have problems. think 3.0 D&D. it have big issues. so they came out with 3.5 D&D. it too had holes errata was released to help but didn't fix it. kinda like a band-aid over a bullet wound, it covers the hole but doesn't clean and close it. then 4.0 D&D came along. i looked at it and having never played world of warcraft before i thought it looked like final fantasy for table top. i was angry because the stupid wotc said it was going to be very close to how the original D&D was. the class system doesn't fit too well in any modern setting, let alone any future/space setting (yes i know star wars is set a long time ago in a galaxy far, far way). granted i love AD&D 2nd edition revised but i know full well that even using those rules for star wars wouldn't work. even the white wolf system would work for star wars as it is both a dumb down yet more complicated version of D6. shadowrun 3rd edition would have worked for star wars. shadowrun 4th has too many "issues".
i like the D6 system because its easy to pick up, not burdened with tons of books worth of rules and relied heavily upon creativity.