Regarding localization differences, I personally agree with Artur that it's a slippery slope. It was common for localized releases of Japanese games to change the tone or rewrite characters personalities because of cultural differences. Woolsey's scripts (FFIV, FFVI, Secret of Mana, etc.) are good examples for that. Another example is games published by Working Designs, like the Lunar series, which were infamous for taking great liberties with their translations to align with US pop culture and humor at that time. There are even fan patches for many of their games called "Un-Worked Designs" because the English versions became so notorious for their changes.
Another common issue during the 8 and 16 bit era was that English scripts often had to be shorter due to ROM character limits. Essentially, you need far more Latin characters than Japanese to convey the same meaning in a sentence. This is mentioned in the FF fandom wiki under FFVI's localization differences:
The storage and screen space limitations of the SNES resulted in shortened translations of the script, abilities, and enemies. Menus were reorganized to accommodate the changes.
And here's a quote from Woolsey's Wikipedia page:
Another challenge was the limited storage space on SNES cartridges. English requires roughly twice as many characters as Japanese to convey the same meaning, which forced Woolsey to cut down the scripts to fit within the cartridge memory.
The point is that this wasn't an exception or something that's specific to FFVI. This applied to almost all story-heavy games of that era. hence why I personally think that creating ports because of localization differences isn't ideal and would only make the database unnecessarily messy. Not to mention that it's virtually impossible to verify on a per-game basis.