My first ed campaign, players routinely STARTED with 5d in their favorite skills, and went up from there.
If you used First Edition as written, then you didn't have too many skills at 5D.
There are two methods, in 1E, for creating characters. The first is to select a template and customize it by adding skills. You get 7D to distribute, and you can increase by 2D max.
The Smuggler, Roark Garnet, is the example used, and that character only has two skills in the 5D range.
Blaster 5D+1
Dodge 4D+1
Starship Piloting 5D +2
Bargain 4D
Brawling 4D
Looking at the Templates, there are just a few ways to get to 6D.
-- A Perception skill for an Arrogant Noble, Ewok, Old Senatorial, or Gambler
-- A Knowledge skill for an Armchair Historian, Old Senatorial, Young Senatorial, or Laconic Scout
-- A Dexterity skill for a Bounty Hunter or Outlaw
-- A Mechanical skill for a Brash Pilot
-- A Technical skill for a Tongue-Tied Engineer
-- A Strength skill for a Tough Native or Wookiee
About half of the templates (13 out of 24) allow 6D skills, and of those, it is usually only in one area (under one attribute). The Old Senatorial is the only template where two 6D skill areas are allowed, and that's in Knowledge and Perception. The Wookiee is the only template where 7D is possible, and that's in his Strength.
The second way is to create your own template. You get 18D to distribute amongst the six attributes, but no attribute can be higher than 4D. There, again, 6D is the max, but you must have at least 2D. That means a newly created template can only have two attributes at 4D.
Once you start using two or more actions, your dice pool diminishes rapidly.
....and went up from there. After 3 months of play, several players were in the 7D range.
You must be a pretty generous game master, or you guys play a lot. The game suggest 3-10 skill points per adventure, plus some bonus points. Figure 4-15 points, as suggested in the book. That's an average of 10 points. Starting with 5D, it would take 3 adventures, on average to get to 7D. And, that's IF you game master will let you hold skill points until you complete another mission and not make you spend them all when you earn them.
Adventures the length of the WEG Star Wars type take about 6-8 game sessions to complete. 4 sessions if you're really, really quick. 12-24 game sessions is hard to get in three months. Even if you played every weekend, that barely qualifies at 12 sessions.
And the 1E GG series showed the heroes and villains of the movies to have skills in the 10D to 14D range.
Hmm. I'll need to check that. But, the 1E Star Wars Sourcebook has....
Luke's highest skill is Repulsorlift Op and Airspeeder Op, both at 8D His higest Force Skill (at the Battle of Yavin, when 1E is set) is only 3D.
Leia's highest skill is also at 8D, for Cultures, Command, and Bureaucracy.
Han's highest skill is Starship Piloting 10D
Chewie's highest skill Starship Repair 10D +2.
Mon Mothma's highest skill is Buracracy and Cultures at 10D +1.
Lando's highest skill is Gambling a 9D +2
R2's highest skill is Astrogation 10D
C-3PO's highest skill is Languages 12D
Obi-Wan's highest skill is Lightsaber 11D
Yoda's highest skill is Force Control 14D (He's a true bad-ass).
Boba Fett's highest skill is Blaster 9D
Vader's highest skill is Force Sense 12D (Also a true bad-ass).
That doesn't seem to match up with what you way about the 1E GG.
If I were to "reinvent" WEG d6, I'd use rolled dex for initiative, declare actions low to high, resolve high to low; I'd use 1E core style scaling - except that I'd add fighter-to-capships using the same rules person to fighter scale. Haste, full round defenses add to TN, reaction defenses replace TN.
Out of all of them (and I do like all versions of D6 Star Wars), plain, basic, 1st edtion--just using the core rulebook with not Rules Upate or Rules Companion), is pretty damn sweet. Balanced rules. Quick, swashbuckling action.
IT's STAR WARS, MAN!
IT'S STAR WARS!