I can agree to disagree, but I want to say this. Having the mechanics for magic be the same is a good idea. There is nothing worse than having 30 different subsystems all uniwque from each other. I really, REALLY hate that particular design space, and was really one of the most disruptive things about SR3, at least for me and many of those I played with.
There is absolutely NOTHING stopping the traditions from being different. But it takes work to do so, as you have to have more than just 5 Spirits and a Drain Stat. You NEED Rituals, practices and theory in the fluff to make them stand out from each other. When you take that time to do so, the Traditions will come alive (They have at our table for those who put in the time) and will not only FEEL different, but will BE Different. There will be no confusion.
There is absolutely NOTHING stopping the traditions from being different. But it takes work to do so, as you have to have more than just 5 Spirits and a Drain Stat. You NEED Rituals, practices and theory in the fluff to make them stand out from each other. When you take that time to do so, the Traditions will come alive (They have at our table for those who put in the time) and will not only FEEL different, but will BE Different. There will be no confusion.
See, this is why I disagree. Making the traditions purely a matter of fluff and player idiosyncrasy with no real hard rules to back up there being a difference just leads (as we've seen) to 90% of Awakened characters following the Tradition Of What Gets Me The Biggest Bonuses. There needs to be a reason, both in-world and in the rules that make up the laws of magic, for traditions to be different. Otherwise it's just a giant mess of theatrics on the part of the character rather than the player.
It's especially bad when the Toxic, Blood, and Insect traditions are still fundamentally and wildly different than the Magic A is Magic A standard without any real explanation beyond 'because they're antagonists'.