QUOTE (Koekepan @ Nov 16 2013, 10:46 AM)

The big problem I have found with translation is that the GURPS system doesn't reliably encompass what Shadowrun magic does, as per fluff. Things like distinctions between astral and mundane, initiation, metaplanes, spiritual possession, manifestation and so on - in Shadowrun these are very important and meaningful things. In GURPS they have to be tacked on.
-- GURPS is pretty modular which is why you can have the vanilla skill magic system in core, but also Ritual Path Magic and the odd variants from Thamautology.
QUOTE
I would rather start from the beginning, perhaps revamps the GURPS rules a little bit, but then rewrite a lot of the background material for compatibility with GURPS rules with a minimum of drama.
-- It's a waste of time to try and port the Shadowrun mechanics (any edition) over, in my opinion. Its better to take existing GURPS mechanics and wrap fluff around it, which I think is what you're saying too.