Yes, but… the very latest version of the rules is the fifth
printing of SWADE which has the latest errata included. If you have the rules in PDF you should have them. If not, the
errata an be downloaded here.
A couple of additional points I would add to the advice you have already been given.
First, ‘initiative card superiority’ is a thing in our experience. Whichever side in an encounter is drawing more cards per round (the PCs or their opposition) is more likely to end up with a Joker. It is a marginal difference but it does tell in the longer term. If you structure your encounters so that the opposition are drawing fewer cards for initiative each round you will subtly tip the odds in the direction of the players.
Second, combat is dangerous no matter how many advances a character has, so avoid ‘filler combats’. D20 games need filler combats to whittle down PC resources and make the later fights more challenging. Savage Worlds doesn’t have this same ablative resource model so you don’t need to do this. If you need to have minor combats because they make narrative sense use the ‘Dangerous Quick Encounter’ rules instead of the full combat system. That will allow you to mechanically resolve the encounter based on the stats of the PCs while significantly reducing the chance of a random mook one-shotting a PC.