Premise #1: Magical ability is supposed to be rare in the Sixth World. I don't know if there is a canon figure, but you definitely don't bump into Awakened peeps every day.
Premise #2: Magic is incredibly powerful in Shadowrun, to the point that every group I've ever heard of (and certainly the groups I've run) has included at least one, and often multiple Awakened characters. Full magicians, in particular, often eclipse non-Awakened characters in terms of utility.
I would like to reprice magic (in terms of build points and karma), both to bring the cost of being Awakened more in line with the power it bestows, and to make Awakened characters rarer.
Qualities
Magician
Base cost: 15 BP
New cost: 30 BP
Mystic Adept
Base cost: 10 BP
New cost: 20 BP
Adept
Base cost: 5 BP
New cost: 10 BP
Qualities are pretty straightforward. Right out of the gate, it costs twice as much for any category of Awakening as in the base rules. A full magician who wants a mentor spirit has just enough room to purchase both (assuming you enforce the 35 BP limit on positive qualities).
Magic Attribute
In character creation, each point of Magic costs 12 BP up to Magic 5, with the sixth point costing 30 BP. In play, improving the Magic attribute costs (new rating x 6) karma, rather than (new rating x 5). Again, pretty simple: Magic is just more powerful than other attributes, and should be priced to reflect that fact.
Spells
I'm going back and forth on whether to raise the cost of learning spells. My hope is that the up-front and back-end costs will reduce both the number of Magic 5/6 archmages coming out of chargen, as well as the number of Awakened characters overall.
Magic Resistance
For each full point of Essence lost, characters gain 1 extra die on all Spell Resistance Tests, as if they gain a level of the Magic Resistance quality. This is to make magic less of an I-win button in general, as well as to give cybered characters a little bit more of a reason to live.