For me, I do a few things with magic in my E6 campaign. First, I work with the recharging magic system from the SRD (or Unearthed Arcana). I find it works wonders in E6! [sblock=why I enjoy recharging magic]Spellcasters can play all day, but they have to work a lot more with tactics. If you cast fireball now, you lose access to all your third level spells for a while... sometimes long enough that the fight is over! And it's a blast to watch the healers decide if they want to cast their best heal now to save the fighter... or cast a lower level one and save the greater for a sudden emergency xD [/sblock]
With that in mind, I treat scrolls as if you had cast the spell from memory, recharge-wise... if you cast fireball from a scroll, all of your third level spells go on cooldown, as if you had cast it from memory.
As to wands? Honestly, it hasn't really come up... I'm usually the guy who runs a wizard, so right now they have a warmage, and he doesn't care as much about wands (plus, nobody has the cash for one yet, they're only like level 2).
I've been thinking about it, and I can see myself running it one of three ways, listed in order of most simple to most complex.
[sblock=way1] 1) wands work as normal, 50 charges, normal save DC. You get the advantage of simplicity, plus the spellcasters are happy... but again, a wand of fireball wipes the floor with everyone else.[/sblock]
[sblock=way2] 2) wands work almost as normal, 50 charges, any spell save DC starts at 5, not 10. So, a wand of fireballs is DC 5 +3 (spell level) +1 (int) for a 9, and a wand of sleep is DC 6. Makes wands easy to resist... against a critter with the right save bonuses, almost every save will be a successful resist, and many poor saves will be successes as well. Heck, with no penalties or modifiers, you have a guaranteed better than even chance of saving against even the most powerful of wands. Ticks off the offensive spellcasters, makes everyone else kinda happy with it. [/sblock]
[sblock=way3] 3) Magic wands work on a channeling basis: a wand of fireballs lets you cast fireballs, as long as you expend your third level spell slot for it. Saves are as normal for a wand, not for your spell. GM's call if wands have 50 charges or unlimited, since you basically don't get much benefit from them except versatility. You expend a wand charge (each time you channel magic through the wand, it wears a little of the magic down inside the item) and an appropriate spell slot, and the spell is cast (save DCs as for a wand, as normal). Benefit to this is, everyone's happy... spellcasters don't get screwed over with worthless wands, and fighters know that the wizard's spell slots will run down eventually... it's just like they had the same spell memorized (but with a lower save DC).
In E6 without recharging magic, it's simple. One 3rd level spell burned + one wand charge expended, equals one use of the wand. Lets you convert your fly or whatever into the fireball the wand has, without significantly increasing your power per day. [/sblock]
[sblock=3rd style, and how it affects recharging magic] In recharging magic, this system triggers the cooldown of that level of spell, as if you had cast a spell of the level of the wand. I plan on reducing spell recharge times incurred by activating a wand. At 1st level, 1st level wands cause the full recharge time of casting a 1st level spell, as you gain a new spell level. For a wizard, this means that at third level, 1st level wands cause 1st level spells to be on cooldown for 1d3 rounds. At 5th level, 1st level wands cause 1st level spells to be on cooldown for 1 round. At 3rd level, 2nd level wands cause full 2nd level spell cooldown as normal. At 5th level, 2nd level wands take 1d3 rounds to recharge. 3rd level wands always incur the normal 3rd level spell recharge. Lore-wise, this means that as the wizard grows in experience, he can more efficiently pull magic from a wand. Game-wise, this means the wizard will almost always at least be able to pull off a magic missile if he has a wand of magic missile, if his 2nd and 3rd level spells are on recharge. Not too much more damaging than a magic crossbow, and much more wizardly. In this system, spellcasting level of wands cannot rise above 6th level, even if you can cast spells as a higher level character (for example, having a feat to increase your caster level for fire spells by +1 would affect your spells but not allow you to create a 7th level fireball). The main issue with slowing down recharge time is that you could, theoretically, buy a 5th level wand of magic missile and use it every other round, for 3d4+3 points of auto-hitting damage... however, that's about the damage of crossbow over 2 rounds, if you hit every round. If you crit, you deal more damage... if you miss, you deal less. I feel it balances out and keeps wizards wizardly. [/sblock]
[sblock=Endless wands] 4) and this is something that you can use WITH normal wand rules, if you so desire... wands function as the eternal wands in MIC (use the wand 2 per day, but infinite charges) with a bump to 3 per day use of the wand (2 per day seems weak to me). [/sblock]