Depends on the games. Some games try to have a unified mechanic for how to resolve things, and Imean more unified than say Chronicles of Darkness uses pools of D10s.
Some games try to direct play towards what they think is fun. So FATE really liked people being able to use the surroundings, and details about the NPCs to tailor their actions (fiction) towards what was designed in to be used.
The only thing interesting about the FFG Star Wars to me is that the bizarre dice are averaged so the positive stuff outweighs the negative.
They have a whole bunch of ways to use advantage and disadvantage to give events details and new directions, but no real direction with that, nor even an idea of if its really important, or a complete byproduct.
The short version is their weirdly specific dice, and their routinely specific feat maze just make you dependent on their materials, without offering anything. It's like saying I made a game that uses D12s, because that is an amazing difference from d10s or whatever.
The longer version: I'd like to see a write up ALL about using those dice results to drive the story, without suggestions and guidelines. I'd also like to see a version where its just used to do low end things.
Basically, I find the game no more interesting than D6 Star wars, nor more insightful or representative of Star Wars. So why do it, other than its the new somewhat different consumable?