There's no inherent issue with expanding all the melee skills to be individual weapon skills, since you're going to be ditching all of the gun skills. I'd recommend (with some specializations):
Light Blades (Daggers, Short Swords)
Heavy Blades (Longswords, two-handers)
Blunt (Clubs, Maces, Flails)
Polearms (Staves, Halberds)
Axes (One-handed, Two-handed)
Throwing Weapons (Daggers, Throwing axes, Shuriken)
Bows (Shortbows, Longbows, Composite Short/Longbows)
Crossbows (Light crossbows, Heavy crossbows, Hand crossbows)
Artillery (Catapults, Trebuchet)
Unarmed
Exotic Ranged/Melee (Whips, Ballistae, whatever specific oddities you have in the setting)
This compares to Shadowrun's Archery, Automatics, Blades, Clubs, Exotic Ranged/Melee, Heavy Weapons, Longarms, Pistols, Throwing Weapons, Unarmed, and Gunnery. This would mean that, like in SR, you'd have to expend a huge number of skill points to be a master of all weapons.
Then what you need to do is figure out what skills to keep or toss. That should be pretty easy. Most skills have a direct translation, once you ditch the tech skills.
Magic is the tricky part, though. For the most part, magic needs to function as written, but I'd recommend doing some extra work to separate the spells out into Wizard/Cleric/Druid lists (have Wizard, Cleric, and Druid as Positive Qualities) and add in some extra D&D type spells (most things are already in SR, like Magic Missile can be accomplished through one of the Bolt spells). Separate out Wizard/Cleric/Druid summoning and banishing from each other, so that each gets some summoning and/or banishing action. Phys Ads are basically monks anyway.
That needs work.
Then all you have to do is turn Cyberware into Magic Items and have people bind them with Essence like normal and you're golden. I'd also let non-magic people use Weapon foci, and add in Armor foci using the same basic rules -- they cost Karma to bind, but no Essence cost. That would let you get your +1 sword or shield or whatnot.
Oh, and weapon and armor lists. These should be creative, and I'd add in bonuses and penalties for using various individual weapons to keep them all from being stale STR/2 + 1 or 2 or 3 clones of each other.
Start a group out at "low level" with no magic items and relatively few build points. Maybe give them 300 build points, cap starting attribute points at 200, and then come up with some hideous
to gold translation so that people can only afford starting equipment. Like 20 gold per build point, with a max of 50 BP spent on gold. That'd cap you out at 1000 GP. More than enough cash to buy some starting gear.