The advantage of a barebones system like Mini6 is that it effectively stops rules lawyering. If there are no rules, you can't lawyer them.
The core rule set of Mini6 is just a few pages, so it's easy to remember all rules.
It also gives you a lot of flexibility to do whatever you want, and if you as the GM make mistakes, they are just canon now.
I honestly couldn't be bothered with reading through stacks of books to build a campaign ;)
A liberal framework like that means that balancing doesn't really matter either, since I do the balancing on the fly.
The only thing that's kinda annoying is that I can't just give the players a pre-made list of skills/spells they can gain when leveling up, so they always kinda have to negotiate with me about what they gain. Items are a similar story as well.