Sinker's right- there's nothing wrong with fudging for the sake of story. That said- while there are no rules for car crash severity- there are rules for falling... namely, every 10 feet of falling = 5 stress (unavoidable, ie, always hits- but reduced by armor and rolling with it helps MARGINALLY).
Doing a little math (I actually am a rocket scientist. Well, astrophysicist- close enough)... ignoring terminal velocity:
-a 10 foot fall has you going about 17mph. 5 stress.
-a 20 foot fall has you going about 24mph. 10 stress.
-a 30 foot fall has you going about 30mph. 15 stress.
-a 40 foot fall has you going about 35mph. 20 stress.
-a 50 foot fall has you going about 39mph. 25 stress.
-a 60 foot fall has you going about 42mph. 30 stress.
-a 70 foot fall has you going about 46mph. 35 stress.
-a 80 foot fall has you going about 49mph. 40 stress.
-a 90 foot fall has you going about 52mph. 45 stress.
-a 100 foot fall has you going about 55mph. 50 stress.
-a 120 foot fall has you going about 60mph. 60 stress.
-a 150 foot fall has you going about 67mph. 75 stress.
-a 200 foot fall has you going about 77mph. 100 stress.
-a 250 foot fall has you going about 86mph. 125 stress.
-a 300 foot fall has you going about 95mph. 150 stress.
-a 350 foot fall has you going about 102mph. 175 stress.
-a 400 foot fall has you going about 109mph. 200 stress.
-a 450 foot fall has you going about 116mph. 225 stress.
-a 500 foot fall has you going about 122mph. 250 stress.
It gets fairly out of hand from there. Course- this is a good benchmark for what happens if a car hits a pedestrian (60mph = 60 stress, mostly going to the person = instant pudding).
For vehicle on vehicle, it needs some tweaking. A lot of that energy gets wasted in the form of movement (it's rare that both cars just stop in their tracks- usually they skid off eachother and bounce around a lot)... and of course, most of it gets absorbed by the car itself rather than going directly to the passengers... and the equivalent of "rolling with it" would be trying to steer away from the wreck at the last second, so it only provides a glancing blow.
Short form: I'd let the driver(s) roll to reduce (or increase, his choice) the damage... say, +2 stress per +1 on the roll?
Then I'd assume that any small vehicle is going to take at least 1/2 of the damage dealt, with the rest going to passengers... with most taking more like 3/4 of it.
The remaining damage occurs as a zone effect to all passengers (rather than being split up)... each safety feature is a taggable aspect they can use to reduce the damage (seatbelts, harnesses, helmets, body armor, airbags, roll-bars/cages, professionally armored vehicle, etc) IF it's being used.
Anyone in a 60mph head-on collision is looking at taking 45 stress to their vehicle, and 15 stress themselves if they aren't wearing their seatbelt. More than enough to kill, but also survivable with serious injury.
As for the mythbusters- the mistake they made was that they would've been right if they'd been talking about the total energy of the system... but the way that energy gets split up between objects of same or differing mass threw them.
Total damage should be based off the total speed of both vehicles combined, then split up between the 2 vehicles (which is why the mythbusters got it wrong- they were right that a head-on-head 60mph + 60mph collision had 2ce energy as a 60mph vs wall.... but that energy is split up because it also has 2ce the mass to affect)... if one car is a lot lighter than the other, then it'll get bounced around more... but most of the time, if both vehicles are fairly similar in mass, just split it evenly. (In game: Motorcycles and semi's involved? Fudge it one way or the other as appropriate).