Without edge testing i was getting false positives. And the last loop is testing the mix/max for the smallest overlap. X,Y is min0 and max0. Z,W is min1, max1. I don't plan on keeping it like that, as storing the values is definitely not optimized. It was just for debugging.
Walking passed the "cracks" between 2 oob is apparently a common problem. I am trying to research and see what I can find. Although any suggestions on that would be great.
I am averaging all the collisions together and then applying the average to the object to move it. It appears to be working right now with low gravity. Higher gravity, back to same problem.